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Retech

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Everything posted by Retech

  1. Awesome, thanks. I'm going to put Vatican city as a wonder of Rome. What do you mean by the second part though? Also, when I start placing cities, I'll make sure that they are distributed evenly in relation to actual population densities. :thumbup:
  2. Okay, I will just need to choose the cities to put on the game map (possibly 50 or so?) and then make the game map, and then this will be all set. Cities that will be added (Copy and paste this list and add the cities that you want to add) Buenos Aires Vienna Brussels Sao Paulo Rio de Janiero Toronto Montreal Vancouver Beijjing Shanghai Guangzhou Prague Copenhagen Paris Berlin Munich Hamburg Athens Budapest Mumbai Delhi Calcutta Jerusalem Tehran Milan Naples Rome Tokyo Osaka Nagoya Pyongyang Seoul Bangkok Mexico City Moscow Lisbon Singapore Stockholm Oslo London New York City Los Angeles Chicago-Detroit Dallas New Orleans
  3. Hence why the systems for the games need to be changed so that the mods don't burn out. Personally for me it was the battle reports, but that can easily be fixed by shorter reports.
  4. Retech replied to Nexaduro's topic in Falador Tavern
    It's because no one wants to get out of their car.
  5. Retech replied to Nexaduro's topic in Falador Tavern
    Yah, but only so that I stop by to sell goods and such.
  6. I personally think it was more of a ninja. :ph34r:
  7. Retech replied to Nexaduro's topic in Falador Tavern
    Sure, why not? They're heavily xenophobic and such, but that's okay. :P
  8. Retech replied to Nexaduro's topic in Falador Tavern
    Race (if it's not something I would be familiar with, describe it): Drow Companions (are you starting with a specific individual, small group, or settlement): None Profession (are you a hunter, an adventurer, a mayor, an evil demon bent on world destruction, etc.): Hunter Description (what do you look like, with respect to your race and profession): Wears more leafy clothing than average. Average in other respects Talents (are you particularly good or bad at anything, do you have any useful skills): Skilled at use of Scorpion Chain and shield. Not particularly strong, using finesse instead. Not good with technology Items (from your cavernous lair to that shiny ring in your pocket): Scorpion chain + Giant Scorpion familliar/pet
  9. DO NOT POST DO NOT POST DO NOT POST Thread under construction. Another post will be made when it is completed. Please refer questions and comments to the the Hegemony Questions thread. :thumbup: Also, anything that I didn't mention in the ruleset, please tell me on the Hegemony Questions thread, so I can add them. Requests for cities are welcome, since the world will probaly only have the largest cities, and I may miss the one you want. ----------- The blasts came sooner and more suddenly than most expected. The sky remained clear blue until the purple glow of the shields flickered on, moments before the missles struck outside the city. The ground shook feverishly and suddenly the world outside the city turned to darkness. While the food stores remained, the inhabitants of the city remained docile. After a week had passed, the dust began to settle, and the shields began to fail. The population began to shrink as famine struck. Top scientists had created a procedure for reclaiming wasteland into arable farmland, but the process was inefficient and labor intensive. In some places, fuel was still common and allowed the use of machines, but in other places, work began using shovels and [garden tools]. The largest problem for intensive farming, depletion of nutrients, was solved in a simple and elegant way using an abundant resource: human corpses. They were carried or trucked to the outskirts of the city, where they were used as fertilizer. More died from the backbreaking labor and were buried in shallow graves near where they died. Eventually, the amount of arable land could support those who remained, though in that respect, famine helped more than cultivation ever did. Even the largest cities only had a few hundred thousand inhabitants. Though the human race had suffered more than any other time in history, bitter rivalries still remained. With the nuclear arsenal depleted, mankind had to turn to an old friend: the gun. [hide=Gameplay/ruleset] [hide=Setting] Welcome to TOLC, a city-based "Hegemony" set in the rocky wastelands of the planet Earth after a climatic nuclear war prior to the turn of the century. The nuclear arsenals of yesteryear have been depleted and scattered around the map, leaving an abundant supply of nuclear fuel for reactors, though none which is highly-graded enough to weaponize. Most of the land that is not bordering a city is wasteland, meaning that it provides no benefit for controlling it, aside from the occasional reconaissance bonus. Troops can pass through with relative ease, though a big problem is supplying them. [/hide] [hide=Budget] Unlike most Hegemonies, BUDGET IS BASED ON POPULATION AND PER CAPITA INCOME. This means that the two ways to increase your budget is to expand your population or improve per capita income, which is generally done by having a happy, productive, and educated workforce. This is counteracted by the fact that a population receives strict food rations, meaning that in order to expand population safely, one needs to expand food production. This can be done by technologies or increasing the amount of land being cultivated, which is also costly but eventually necessary. [/hide] [hide=Technology] There are three basic ways to research, which can be expanded upon in the future. These are government research institute, university, and independant researchers. Government research institutes are very direct: Invest money towards a specific goal. However, it is generally the least cost-effective approach. Universities are far less direct. Invest money and push them in a certain direction, and they'll start plopping down technologies for you. Occasionally, bright independant researchers will approach you with an idea, and you can choose whether or not to fund it or not. These are usually the most cost-effective, and if they have something you want, then these are generally the best. [/hide] [hide=Military] There are three stances that a unit could have: Active, Alert, and Reservist. Active soldiers are those that are currently participating in a non-defensive military operation, which costs 20% if its total cost per year + Terrain penalty (If the soldiers are fighting in a desert in a wasteland in a swamp on a mountain range dotted with mountain ranges, for example). Alert soldiers are those who have been informed by their commanders to remain vigilent for enemy attack. These cost 10% of total cost per year. Reservists are soldiers living among the population, prepared to move to the city barracks and prepare for combat. Reservists cannot fight and cost 5% of total cost per year, until they are moved into Active or Alert. This process takes a year. In the event that the city is overrun, reservists can fight as guerillas, but they are not nearly as effective. [/hide] [hide=Feeding the Population] Each province produces a certain amount of food units, which is listed under the province details. This standard amount can be improved by 50% yearly under intensive agriculture, which carries the risk of permanently decreasing productivity. Leaving the land "fallow" reduces output by 50%, but helps the land and increases the chances of a bountiful harvest (random event), as well as decreasing the chance of permanently scarring the land under future intensive agriculture. Under strict rationing, one food unit will feed one person for one year. This can be increased to 1.5 or 2 food units per person per year, increasing happiness and somewhat productivity. Increasing past this point will not benefit. Food can also be traded, but depending on the distance, up to half the food can become spoiled and inedible. There are three forms of food production. Farming, Livestock, and Fishing. Regular provinces can only produce one kind of food at a time, though city provinces produce all three in varying amounts. Food cannot be stored, and a variety of food makes the populace happy. Each kind of food has its own advantages and disadvantages. Farming High yields Can be intensively farmed and fallowed Livestock Medium yields Cannot be fallowed without technology Fishing Medium yields Cannot be intensively farmed without technology [/hide] [hide=Capital City template] City name: How to identify the city Ruler: How to identify the player (or known NPC) Population: Key component in budget and food production Per Capita GDP: Key component in budget Farming production: How many food units of plant foods produced Livestock production: How many food units of meat produced Fishing production: How many food units of fish produced Dominant Culture: Affects demands of populace + Mood + Foreign relations. Always the same except in cases of conquest. Dominant Religion: Affects Foreign relations + Mood. Always the same except in cases of conquest. Garrison: Technologies: [/hide] [hide=Satellite city template] City name: How to identify the city Ruler: How to identify the player (or known NPC) Population: Key component in budget and food production Per Capita GDP: Key component in budget Farming production: How many food units of plant foods produced Livestock production: How many food units of meat produced Fishing production: How many food units of fish produced Dominant Culture: Affects demands of populace + Mood + Foreign relations. Always the same except in cases of conquest. Dominant Religion: Affects Foreign relations + Mood. Always the same except in cases of conquest. Garrison: [/hide] [/hide]
  10. Agreed with Rocco. Here's my attempt that failed. http://forum.tip.it/topic/272588-greetings-to-the-off-topic-forum/
  11. What is the meaning of your avatar?
  12. IT WAS YOU! GARRRRRRRR. I spent all that time moving. :P
  13. Everything except the few miles surrounding cities were basically abandoned and destroyed. Reclaiming is labor-intensive and/or expensive, so sometimes conquest is the cheap way. However, war weariness will probaly play a bigger part, and ambushes will actually have effect. I'm trying to stop huge armies forming on one hand, while at the same time making standing armies more effective.
  14. Are you aware of any city that actually has an underground bunker complex? Keep in mind that the cities were shielded, so the buildings weren't destroyed. Sure, more than half of the people died from famine, but the buildings are still intact.
  15. Oh, I almost forgot. (Sorry for the double post btw) Which cities are you interested in playing as? My grasp of cities aside from the biggest ones is severely limited, so if you have any specific requests (if they're big cities, they usually are more powerful), then please let me know. :thumbup:
  16. Don't give up so easily. This talk of doom is a self-fufilling prophecy. If it is fun, then people will come. No big deal about it.
  17. I think someone should write a summary (preferably someone who knew the Hegemonies from start to finish) of the various Hegemonies, just basically a few sentences for each that talk about them. Then maybe Dungeoneering, and we can see how that turns out. Since it's a story, it might be fitting for the Varrock Library thread?
  18. Well that's the thing, you can move troops through (with probaly a bit of attrition), but you can't really gain much benefit from them until you reclaim them. I haven't figured out how that'd work yet, but it would probaly be hard.
  19. Yesh, that's a good idea. Most of the provinces will be wasteland though, so I could probaly see the stats of each province. It won't be complicated, but it might have a resource or food production thingy. I'll probaly use "High, Medium, Low" instead of using numbers, and figure that out. It sounds sorta like micromanagement, but it's not much, since most of the time you just "set it and forget it" for each province, and then you just have a running total of stuff. I'll also have the decisions from Napoleanic, since those were fun. I'll ask Dusty on how he made those.
  20. I have an idea for a new game, which is drastically different from the past Hegemony, but still retains a lot of the Hegemony-style gaming. Right now the concept is only in the beginning stages, and I just want to gauge interest. If people are interested, I'll work out an actual system and define it before it begins, so that there isn't any flippy-floppyness like in YOH. Time period: Early Modern (2000s. Basically today's technology minus the super cutting edge stuff that I haven't gotten a chance to figure out yet.) Backstory: The cold war did not come to end until the year 1990, when there were hundreds of thousands of nuclear warheads in existence. With the demilitarisation and collapse of the Soviet Union, terrorist organizations moved quickly to secure several hundred nuclear warheads. The governments of NATO, China, Russia, Japan, Australia, and several oter nations moved in with Special Ops teams, but the terrorists were cunning and launched their warheads at the major cities of nations which opposed them. Thankfully, a legacy of the cold war remained. Huge anti-missle systems were constructed around major cities, which managed to deflect the weapons before they detonated in the cities. This lead to a huge problem, as the resulting radioactive material and dust kicked up by the explosions blanketed the Earth, wiping out crops all over the planet. Billions died from famine and disease, chaos reigning throughout the countries. Federal governments collapsed under the strain, leaving only local governments intact. In major metropolitan areas, strongmen seized the reigns of power and protected order. When the dust finally settled, the people in these cities began to rebuild. They reclaimed farmland from the radioactive wasteland and scratched out an existence, until by the year 2000, they had reclaimed all farmland that was easily accessable. So now you're in control of a really big city. They are created unequal, but there will probaly be ten or twenty really large cities which are roughly equal, and then a buncha smaller cities which I can give you information on if you want one. Armies would be comparably smaller, and have more chances for upgrade and such. Since most of the Earth is a wasteland, there is a lot of room for peaceful expansion, but military expansion might seem cheaper. And in this game, NPCs won't be idiots, so they'll form alliances with cultural neighbors (and maybe you, if you provide a good reason), and they will try to exploit your weaknesses, especially if you are known as an aggressor. Feedback? Of course if HA works out, then there'll be no need, but it's always nice to have ideas. :P Also, this will have a bigger focus on city life, meaning there would be benefit for researching healthcare and social technologies too, rather than just going to war all the time. Of course there would be good war too. :thumbup:
  21. Retech replied to Iconic's topic in Falador Tavern
    Ico = Ico[nic]
  22. Retech replied to Iconic's topic in Falador Tavern
    Maybe it's just that the ideas weren't the kind that Taverners enjoyed, or they were ahead of their time. My personal reason for not joining your Dungeoneering was that with pictures, each turn took so long that I got bored. (Well really I was watching the first experimental round, and then concluded that). How many comparisons of Nixon do you need? Remember that you don't want to be Nixon.
  23. Retech replied to Earth's topic in Falador Tavern
    Never mind, it's okay. I just want to point out that I did have actions, which you didn't roll on.
  24. Retech replied to Nexaduro's topic in Falador Tavern
    Sooooo can we start?
  25. Retech replied to Earth's topic in Falador Tavern
    Well you've been basically skipping everything that my people have been doing because I was knocked unconcious. That's three actions. The second action is just to show that I was already waiting for an action which you didn't respond to. So basically while Grim got 100-200 soldiers, I've been working to get...10?

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