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Wisp

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Everything posted by Wisp

  1. Elephants are also pretty damn smart.
  2. Look closely. "Tower specialization." Still, the way you have it, once people have really old civs, everything will be the same. In my scenario, there will be more tactics because you'll have to identify and exploit your enemies strengths and weaknesses. The tech tree isn't complete yet. At our current rate, it would take us exactly a year to research everything.
  3. We haven't really got a food system worked out yet, but I'll add a percent in there once we get that down. And census is mostly just there to unlock new techs.
  4. You can't get ocean going craft with what you have. That would require a total of around 60 points or more. The tech tree isn't finished. Restricting people to only a few branches doesn't make sense. But, for people to get all the researches on the current tree it would take probably 50-100 days. I'm planning on adding more things where you can only pick one. Like slavery vs. emancipation, feudalism vs. democracy, towers vs. walls, those are the only 3 on the tree so far, but I'll put in more eventually. Can people please just pick the techs, instead of just saying what three they're putting it into?
  5. You know what, let's just say all the 6 starting techs are for everyone. Sere, can you add the list and tree to one of the first posts? I think everyone should just color in what they research. Remember, 20 stating research points. Plus 1 for today. So 21 total, and the list of costs for everything is on the list. [hide=Tree][/hide] [hide=list]Basic Farming: Requires: None Allows Agriculture Irrigation: Requires: Basic Farming Increases crop yields around sources of fresh water Cost: 2 Crop Rotation: Requires: Basic Farming Allows use of the same fields over multiple years Cost:2 Basic Fertilizers: Requires: Irrigation, Crop Rotation Allows larger scale farming, increases yields by 25% Cost:4 Farmsteads/Ranches: Requires: Basic Fertilizers, Animal Husbandry Allows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently Cost:5 Food Preservation: Requires: Irrigation Allows excess food to be stored from year to year. Cost:4 Herding: Requires: None Allows domestification, and use of animals. Animal Husbandry: Requires: Herding Improves the yields of livestock. Cost: 4 Basic Mining: Requires: Access to a mine or quarry Allows mining Copper Working: Requires: Basic Mining, Copper Mine/Source Allows production of Copper Cost: 2 Copper Tools: Requires: Copper Working Increases mining, farming, and infrastructural efficiency Cost: .5 Copper Armor: Requires: Copper Working Allows production of copper armor, increases unit Defense Cost: .5 Copper Weapons: Requires: Copper Working Allows production of copper weapons, increases unit Attack Cost: .5 Iron Working: Requires: Basic Mining, Iron Mine/Source Allows production of iron Cost: 2 Iron Tools: Requires: Iron Working Increases mining, farming, and infrastructural efficiency Cost: 1 Iron Armor: Requires: Iron Working Allows production of copper armor, increases unit Defense Cost: 1 Iron Weapons: Requires: Iron Working Allows production of iron weapons, increases unit Attack Cost: 1 Advanced Metalworking Requires: Iron Weapons, Iron Armor, Copper Weapons, Copper Armor Increases production efficiency of metal related buildings/objects by 50% Cost: 8 Basic Construction: Requires: None Allows Construction Naval Specialization: Requires: Basic Construction Unlocks Ship techs Cost: 4 Basic Ship Building Requires: Naval Specialization Allows construction of basic ships (ie: Fishing boat) Cost: 2 Fishing: Requires: Basic Ship Building Allows fishing (note: fishing from boat, not from shore.) Cost: 2 Medium Ship Building Requires: Basic Ship Building Allows production of more advanced ships, ie: longboats Cost: 5 Advanced Ship Building: Requires: Medium Ship Building Allows construction of advanced ships, ie: Warships, Basic Fish Trawlers Cost: 10 Advanced Fishing: Requires: Advanced Ship Building, Fishing Increases yields from fishing by 25% Cost: 8 Nautical Mapping: Requires: Advanced Ship Building Allows creation of sea maps, increases ship speed by 5% Cost: 5 Compass: Requires: Advanced Ship Building Allows creation of Compasses, increases ship speed by 3% Cost: 5 Astronomy: Requires: Advanced Ship Building Allows creation of star maps, and easier navigation. Allows Calendars Cost: 5 Calendar: Requires: Astronomy Require for other technology Cost: 5 Ocean Faring Craft: Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, Academies Allows production of Ocean Faring Ships (ie: Caravels) Cost: 25 Civilization Specialization: Requires: Basic Construction Allows Civilian infrastructure technology. Cost: 2 Basic Infrastructure: Requires: Civilization Construction Increases civilian structure build rate by 10%, population growth rate by 5% Cost: 2 Medium Infrastructure Requires: Basic Infrastructure Increases civilian structure build rate by 10%, population growth by 5% Cost: 5 Advanced Infrastructure Requires: Medium Infrastructure Increases civilian structure build rate by 10%, population growth by 5% Cost: 10 Large Population Sustainment: Requires: Calendar, Homesteads/Ranches, Advanced Infrastructure Increases population growth by 25% Cost: 15 Defense Specialization: Requires: Basic Construction Allows construction of palisades Cost: 2 Basic Fortifications: Requires: Defense Specialization Allows construction of Towers, and light walls, increases fortification build rate by 5% Cost: 2 Medium Fortifications Requires: Basic Fortifications Allows construction of Heavy Walls, increases fortification build rate by 5% Cost: 5 Advanced Fortifications: Requires: Medium Fortifications Allows construction of castles, increases fortification build rate by 15% Cost: 10 Wall Specialization: Requirements: Not specialized in towers, Advanced fortifications Increases wall health by 15, and decreases build time by 33% Cost: 6 Tower Specialization: Requirements: Not specialized in walls, Advanced fortifications Increases tower health by 5, and range bonus by 1 Cost: 8 Advanced Weaponry: Requires: Advanced Fortifications, Advanced Metalworking Allows production of advanced weaponry, and speeds production of weapons and armor by 20%. Cost: 15 Basic Science: Requires: None Required for unlocking science tree Herbal Medicines: Requires: Basic Science Decreases death from disease by 15% Cost: 4 Education: Requires: Basic Science Increases # of research points per year by 20% Cost: 5 Academies: Requires: Education Further increases # of research points per year by 5% Cost: 7 Advanced Science: Requires: Academies Allows more advanced science techs Cost: 20 Engineering: Requires: Advanced Science Allows production of advanced siege weapons Cost: 5 Dry Docks: Requires: Engineering Increase Ship Production by 30%, Ship Repair by 50% Cost: 10 Printing Press: Requires: Engineering Allows mass production of books. Cost: 15 Regular Schooling: Requires: Printing Press Increases Research points per turn by 35% Cost: 20 Chemistry: Requires: Advance Science Allows production of basic Chemical Compounds Cost: 5 Advanced Fertilizers: Requires: Chemistry Increase agricultural yields by 50% Cost: 20 Gunpowder: Requires: Chemistry, Advanced Weaponry Allows creation of gunpowder, and gunpowder units. Cost: 30 Government: Requires: None Allows you to rule Census: Requires: Civic Government Allows accurate count of your people, unlocks tech Cost: 4 Taxes: Requires: Census Allows you to better tax your people (increases income by 10%) Cost: 3 Conscription: Requires: Census Allows you to draft, increasing military production but lowering loyalty of your citizens Cost: 5 Slavery: Requires: Census Allows use of slaves, increasing production of each slave-citizen by 60% but lowering happiness of all citizens by 30% Cost: 2 Emancipation: Requires: Slavery Abolishes Slavery. Increases happiness by 35% (5% from pre slave levels) Cost: 15 You may pick either Feudalism or Democracy Feudalism: Requires: Non Democratic government, Conscription, Taxes Increases Agricultural, infrastructural, and military production by 10% Cost: 10 Democracy: Requires: Non Feudalistic government, Conscription, Taxes Increases Citizen Happiness by 35% Cost: 10 [/hide] The list is organized by category, so things that come from the same starting tech are together. If you were to spend all your points on ship building, you could spend all your research points and get up to advanced ship building I think. I'm pretty sure I'm spending all 21 of my points maxing out the agriculture and herding trees. I'll think of my 2 unique techs soon. This would give me a lot of extra food, and thus a high growth rate.
  6. The only trouble I've had is if there's a guy who flirts with everyone. Then I can't tell whether they're genuinely interested or not. Try and be more attentive on him. I flirt a lot for s'n'gs, but I can tell if a girl genuinely is interested. Odds are, the guy that's comfortable enough around women to constantly flirt is pretty good at picking up on that too. Standing really close to him, touching him a lot, those are two of the biggest things I notice. That hey wanna hook up thing is a lot cooler, honestly, rpg. You should buy a leather or at least denim jacket to wear whenever you say that. Then, before she answers, light up a cigarette and take a drag. Yeeeeeeeah. I usually have to watch how they act with other girls, figure out if they acted differently with me. But I have don't really worry about that anymore, since I'm going out with someone.
  7. Oh, I forgot to mention this. I haven't decided if those 6 starting techs will be free for everyone, or if people can pick a few to start with, then get the others later.
  8. The only trouble I've had is if there's a guy who flirts with everyone. Then I can't tell whether they're genuinely interested or not.
  9. She wants your [bleep] in or around her mouth. I wish, she's insanely [bleep]ing hot. like, damn. I think us ot'ers should compile a list of things that you could consider as IOI's. pics? haha, I jest. A list of IOI's would be damn near impossible to compile. If it were possible, it'd have been created by now. And the creator would be a billionaire. God life would be easy with a list like that. IOI's vary from girl to girl. Drastically. Yes there's some common ones, but girls are friggin' complicated. The only thing they have in common with each other is their gender. So are guys. We're not a different species or anything.
  10. (Wouldn't it be sort of difficult to dodge bullets in which you would have a good 1/300th of a second from the time of the gun firing to the bullet hitting you.) (Oh, and I forgot to name my character. I am known only as J) I see Kemis lifting the fountain, and dive out of the way, just as the fountain hit the pillar I was taking cover behind, destroying it. I get to my feet, and slide behind the rubble left by the newly destroyed fountain.
  11. Well, there's other stuff too. I can't say I know most of them, since I do them subconsciously. Here are some tips though. If a girl is talking to you, and is adjusting her appearance in some way, like playing with her hair there is a good chance she's interested. If a girl talks to you about a dance, unless they say their going with someone, there is a good chance they're hinting at something. Especially if they mention that someone asked them but they said no.
  12. The problem with custom tech trees is that they aren't balanced. The good part of a standard one is that everyone is playing by the same thing. Maybe each tribe could have 2 unique techs, that have to be approved by other people first?
  13. Being behind cover, (I don't remember where we are now) I ducked below just in time to avoid the shield. I peeked out, fired another burst, and ducked back down.
  14. Anything you want to know specifically? I wouldn't say 5th and 6th are that important, compared to 7,8,9th. Aspergers, [bleep] it. If you keep thinking of yourself as someone who won't do as well socially because you have aspergers, you won't do well socially. Don't worry about that. IOI's are important. If a girl keeps staring at you in class, or some other sign when she's talking to you, you sure as hell should be looking for that. There are no right's and wrong's of dating really, but if you ask specific question we can probably help.
  15. Wisp

    Race

    Hextriplet. I believe Real Life Help and Advice is thattaway' *Points* Shoo. Shoooo. Anyway, why have you put Indian/Arabic/Middle Eastern together ? And can you add a option : Citizen of Earth ? You want me to separate it into Middle Eastern/ Arabic and Indian gets it's own category? List Updated. I change "White" to "Caucasian" and "Black" to "African Descent" because of some rants. We're all of African Descent. And not all "blacks" are from what we would consider African descent. Don't worry about being politically correct. Were you demeaning blacks or whites by calling them that? If the answer is no, then why should you have to change it.
  16. I sighted my rifle on kemios, and let several bursts go. I then looked to see if any hit.
  17. Ok. Here's the system. Each tribe starts with 20 research points. Every 10,000 people (each tribe starts with that many) generate 1 research point per year. Your people start out at 0% happiness and 0% Unhappiness. They receive no bonuses for this. At 100% happiness, you earn 25% more money, and produce infrastructure is built 10% faster. at -100% happiness, you lose 25% of your money, and buildings are built 10% slower. Happiness can be increased with certain researches, and decreased with others, but also can be decreased by sickness, famine, etc. What's a reasonable growth rate? How can we determine if people produce enough food? Anyway, here's a list of techs with costs now. [hide=list]Basic Farming: Requires: None Allows Agriculture Irrigation: Requires: Basic Farming Increases crop yields around sources of fresh water Cost: 2 Crop Rotation: Requires: Basic Farming Allows use of the same fields over multiple years Cost:2 Basic Fertilizers: Requires: Irrigation, Crop Rotation Allows larger scale farming, increases yields by 25% Cost:4 Farmsteads/Ranches: Requires: Basic Fertilizers, Animal Husbandry Allows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently Cost:5 Food Preservation: Requires: Irrigation Allows excess food to be stored from year to year. Cost:4 Herding: Requires: None Allows domestification, and use of animals. Animal Husbandry: Requires: Herding Improves the yields of livestock. Cost: 4 Basic Mining: Requires: Access to a mine or quarry Allows mining Copper Working: Requires: Basic Mining, Copper Mine/Source Allows production of Copper Cost: 2 Copper Tools: Requires: Copper Working Increases mining, farming, and infrastructural efficiency Cost: .5 Copper Armor: Requires: Copper Working Allows production of copper armor, increases unit Defense Cost: .5 Copper Weapons: Requires: Copper Working Allows production of copper weapons, increases unit Attack Cost: .5 Iron Working: Requires: Basic Mining, Iron Mine/Source Allows production of iron Cost: 2 Iron Tools: Requires: Iron Working Increases mining, farming, and infrastructural efficiency Cost: 1 Iron Armor: Requires: Iron Working Allows production of copper armor, increases unit Defense Cost: 1 Iron Weapons: Requires: Iron Working Allows production of iron weapons, increases unit Attack Cost: 1 Advanced Metalworking Requires: Iron Weapons, Iron Armor, Copper Weapons, Copper Armor Increases production efficiency of metal related buildings/objects by 50% Cost: 8 Basic Construction: Requires: None Allows Construction Naval Specialization: Requires: Basic Construction Unlocks Ship techs Cost: 4 Basic Ship Building Requires: Naval Specialization Allows construction of basic ships (ie: Fishing boat) Cost: 2 Fishing: Requires: Basic Ship Building Allows fishing (note: fishing from boat, not from shore.) Cost: 2 Medium Ship Building Requires: Basic Ship Building Allows production of more advanced ships, ie: longboats Cost: 5 Advanced Ship Building: Requires: Medium Ship Building Allows construction of advanced ships, ie: Warships, Basic Fish Trawlers Cost: 10 Advanced Fishing: Requires: Advanced Ship Building, Fishing Increases yields from fishing by 25% Cost: 8 Nautical Mapping: Requires: Advanced Ship Building Allows creation of sea maps, increases ship speed by 5% Cost: 5 Compass: Requires: Advanced Ship Building Allows creation of Compasses, increases ship speed by 3% Cost: 5 Astronomy: Requires: Advanced Ship Building Allows creation of star maps, and easier navigation. Allows Calendars Cost: 5 Calendar: Requires: Astronomy Require for other technology Cost: 5 Ocean Faring Craft: Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, Academies Allows production of Ocean Faring Ships (ie: Caravels) Cost: 25 Civilization Specialization: Requires: Basic Construction Allows Civilian infrastructure technology. Cost: 2 Basic Infrastructure: Requires: Civilization Construction Increases civilian structure build rate by 10%, population growth rate by 5% Cost: 2 Medium Infrastructure Requires: Basic Infrastructure Increases civilian structure build rate by 10%, population growth by 5% Cost: 5 Advanced Infrastructure Requires: Medium Infrastructure Increases civilian structure build rate by 10%, population growth by 5% Cost: 10 Large Population Sustainment: Requires: Calendar, Homesteads/Ranches, Advanced Infrastructure Increases population growth by 25% Cost: 15 Defense Specialization: Requires: Basic Construction Allows construction of palisades Cost: 2 Basic Fortifications: Requires: Defense Specialization Allows construction of Towers, and light walls, increases fortification build rate by 5% Cost: 2 Medium Fortifications Requires: Basic Fortifications Allows construction of Heavy Walls, increases fortification build rate by 5% Cost: 5 Advanced Fortifications: Requires: Medium Fortifications Allows construction of castles, increases fortification build rate by 15% Cost: 10 Wall Specialization: Requirements: Not specialized in towers, Advanced fortifications Increases wall health by 15, and decreases build time by 33% Cost: 6 Tower Specialization: Requirements: Not specialized in walls, Advanced fortifications Increases tower health by 5, and range bonus by 1 Cost: 8 Advanced Weaponry: Requires: Advanced Fortifications, Advanced Metalworking Allows production of advanced weaponry, and speeds production of weapons and armor by 20%. Cost: 15 Basic Science: Requires: None Required for unlocking science tree Herbal Medicines: Requires: Basic Science Decreases death from disease by 15% Cost: 4 Education: Requires: Basic Science Increases # of research points per year by 20% Cost: 5 Academies: Requires: Education Further increases # of research points per year by 5% Cost: 7 Advanced Science: Requires: Academies Allows more advanced science techs Cost: 20 Engineering: Requires: Advanced Science Allows production of advanced siege weapons Cost: 5 Dry Docks: Requires: Engineering Increase Ship Production by 30%, Ship Repair by 50% Cost: 10 Printing Press: Requires: Engineering Allows mass production of books. Cost: 15 Regular Schooling: Requires: Printing Press Increases Research points per turn by 35% Cost: 20 Chemistry: Requires: Advance Science Allows production of basic Chemical Compounds Cost: 5 Advanced Fertilizers: Requires: Chemistry Increase agricultural yields by 50% Cost: 20 Gunpowder: Requires: Chemistry, Advanced Weaponry Allows creation of gunpowder, and gunpowder units. Cost: 30 Government: Requires: None Allows you to rule Census: Requires: Civic Government Allows accurate count of your people, unlocks tech Cost: 4 Taxes: Requires: Census Allows you to better tax your people (increases income by 10%) Cost: 3 Conscription: Requires: Census Allows you to draft, increasing military production but lowering loyalty of your citizens Cost: 5 Slavery: Requires: Census Allows use of slaves, increasing production of each slave-citizen by 60% but lowering happiness of all citizens by 30% Cost: 2 Emancipation: Requires: Slavery Abolishes Slavery. Increases happiness by 35% (5% from pre slave levels) Cost: 15 You may pick either Feudalism or Democracy Feudalism: Requires: Non Democratic government, Conscription, Taxes Increases Agricultural, infrastructural, and military production by 10% Cost: 10 Democracy: Requires: Non Feudalistic government, Conscription, Taxes Increases Citizen Happiness by 35% Cost: 10 [/hide]
  18. I'm keeping the copper and metal stuff. I'll make them quick to research though. It's just some people didn't have those by that time.
  19. I think it's been decided we're sticking with one tech tree for everyone. That way it's fair. The specifics of how research will work will be written up eventually, but here's what we have so far. [hide][/hide] [hide=write up]Basic Farming: Requires: None Allows Agriculture Irrigation: Requires: Basic Farming Increases crop yields around sources of fresh water Crop Rotation: Requires: Basic Farming Allows use of the same fields over multiple years Basic Fertilizers: Requires: Irrigation, Crop Rotation Allows larger scale farming, increases yields by 25% Farmsteads/Ranches: Requires: Basic Fertilizers, Animal Husbandry Allows production of Farmsteads/Ranches, where citizens can work, and food is produced more efficiently Food Preservation: Requires: Irrigation Allows excess food to be stored from year to year. Herding: Requires: None Allows domestification, and use of animals. Animal Husbandry: Requires: Herding Improves the yields of livestock. Basic Mining: Requires: Access to a mine or quarry Allows mining Copper Working: Requires: Basic Mining, Copper Mine/Source Allows production of Copper Copper Tools: Requires: Copper Working Increases mining, farming, and infrastructural efficiency Copper Armor: Requires: Copper Working Allows production of copper armor, increases unit Defense Copper Weapons: Requires: Copper Working Allows production of copper weapons, increases unit Attack Iron Working: Requires: Basic Mining, Iron Mine/Source Allows production of iron Iron Tools: Requires: Iron Working Increases mining, farming, and infrastructural efficiency Iron Armor: Requires: Iron Working Allows production of copper armor, increases unit Defense Iron Weapons: Requires: Iron Working Allows production of iron weapons, increases unit Attack Advanced Metalworking Requires: Iron Weapons, Iron Armor, Copper Weapons, Copper Armor Increases production efficiency of metal related buildings/objects by 50% Basic Construction: Requires: None Allows Construction Naval Specialization: Requires: Basic Construction Unlocks Ship techs Basic Ship Building Requires: Naval Specialization Allows construction of basic ships (ie: Fishing boat) Fishing: Requires: Basic Ship Building Allows fishing (note: fishing from boat, not from shore.) Medium Ship Building Requires: Basic Ship Building Allows production of more advanced ships, ie: longboats Advanced Ship Building: Requires: Medium Ship Building Allows construction of advanced ships, ie: Warships, Basic Fish Trawlers Advanced Fishing: Requires: Advanced Ship Building, Fishing Increases yields from fishing by 25% Nautical Mapping: Requires: Advanced Ship Building Allows creation of sea maps, increases ship speed by 5% Compass: Requires: Advanced Ship Building Allows creation of Compasses, increases ship speed by 3% Astronomy: Requires: Advanced Ship Building Allows creation of star maps, and easier navigation. Allows Calendars Calendar: Requires: Astronomy Require for other technology Ocean Faring Craft: Requires: Advanced Ship Building, Nautical Mapping, Compass, Astronomy, Food Preservation, Academies Allows production of Ocean Faring Ships (ie: Caravels) Civilization Specialization: Requires: Basic Construction Allows Civilian infrastructure technology. Basic Infrastructure: Requires: Civilization Construction Increases civilian structure build rate by 10%, population growth rate by 5% Medium Infrastructure Requires: Basic Infrastructure Increases civilian structure build rate by 10%, population growth by 5% Advanced Infrastructure Requires: Medium Infrastructure Increases civilian structure build rate by 10%, population growth by 5% Large Population Sustainment: Requires: Calendar, Homesteads/Ranches, Advanced Infrastructure Increases population growth by 25% Defense Specialization: Requires: Basic Construction Allows construction of palisades Basic Fortifications: Requires: Defense Specialization Allows construction of Towers, and light walls, increases fortification build rate by 5% Medium Fortifications Requires: Basic Fortifications Allows construction of Heavy Walls, increases fortification build rate by 5% Advanced Fortifications: Requires: Medium Fortifications Allows construction of castles, increases fortification build rate by 15% Wall Specialization: Requirements: Not specialized in towers, Advanced fortifications Increases wall health by 15, and decreases build time by 33% Tower Specialization: Requirements: Not specialized in walls, Advanced fortifications Increases tower health by 5, and range bonus by 1 Advanced Weaponry: Requires: Advanced Fortifications, Advanced Metalworking Allows production of advanced weaponry, and speeds production of weapons and armor by 20%. Basic Science: Requires: None Required for unlocking science tree Herbal Medicines: Requires: Basic Science Decreases death from disease by 15% Education: Requires: Basic Science Increases # of research points per year by 20% Academies: Requires: Education Further increases # of research points per year by 5% Advanced Science: Requires: Academies Allows more advanced science techs Engineering: Requires: Advanced Science Allows production of advanced siege weapons Dry Docks: Requires: Engineering Increase Ship Production by 30%, Ship Repair by 50% Printing Press: Requires: Engineering Allows mass production of books. Regular Schooling: Requires: Printing Press Increases Research points per turn by 35% Chemistry: Requires: Advance Science Allows production of basic Chemical Compounds Advanced Fertilizers: Requires: Chemistry Increase agricultural yields by 50% Gunpowder: Requires: Chemistry, Advanced Weaponry Allows creation of gunpowder, and gunpowder units. Government: Requires: None Allows you to rule Census: Requires: Civic Government Allows accurate count of your people, unlocks tech Taxes: Requires: Census Allows you to tax your people Conscription: Requires: Census Allows you to draft, increasing military production but lowering loyalty of your citizens Slavery: Requires: Census Allows use of slaves, increasing production of each slave-citizen by 50% but lowering happiness of all citizens by 30% Emancipation: Requires: Slavery Abolishes Slavery. Increases happiness by 35% (5% from pre slave levels) You may pick either Feudalism or Democracy Feudalism: Requires: Non Democratic government, Conscription, Taxes Increases Agricultural, infrastructural, and military production by 10% Democracy: Requires: Non Feudalistic government, Conscription, Taxes Increases Citizen Happiness by 35% [/hide]
  20. The Emperor, John III of Britannia, has made a speech. [RED-TUBE, ITV, and BBC PUBLIC BROADCAST] Emperor: Our time has come, fellow Britannians! The world's aristocracy has spoken! The world shall know of Britannia's all-mighty FIST Emperor pounds his fist. that is the BRITANNIAN EMPIRE! All hail our Fatherland! ALL HAIL BRITANNIA! Crowd: HAIL BRITANNIA! HAIL BRITANNIA! HAIL BRITANNIAAA! *Britannian National Anthem plays* [END OF BROADCAST] I'm pretty sure Redtube is a site for porn, but okay. It is. ;-) [spoiler=Income] Taxes Human 7 500 000,00 40 000,00 50 % 150 000 000 000,00 Jaffa 520 000,00 55 000,00 25 % 7 150 000 000,00 Goa'uld 120,00 1 500 000,00 10 % 18 000 000,00 Loan 1 000 000 000,00 5 % 50 000 000,00 Building company Apartements 25 000,00 50 000,00 40 % 500 000 000,00 Townhouses 30 000,00 100 000,00 40 % 1 200 000 000,00 Farms 5 000,00 125 000,00 40 % 250 000 000,00 Mansions 1 500,00 1 000 000,00 40 % 600 000 000,00 Income 159 768 000 000,00 Budget 10 % 15 976 800 000,00 Honestly mather you are getting far in a way to much money. Also how would you know if it was a porn site? Even I knew that. It's fairly well known.
  21. I've tried it. It was decent. I think I know what you're talking about atleast.
  22. What a lot of people who argue that it must be intelligent design because the habitat here suits us perfectly, and the chances of it being how it is, or atleast able to support life as we know it is so slim that they think it must be a creator's work seem to miss is that the environment came first. We evolved into the environment, it's not like we were always like this. Natural selection causes things to evolve to fit the habitat they live in. It's not like we were just thrown onto the earth and everything just happened to be like it is now. I explained that terribly, but my point is, the chances of us being how we are, are incredibly slim, but if the environment was different, we would either be some other thing, or not be on that planet at all.
  23. Ok then... I take cover behind some cocoons. And shoot at uhhhhh Hex.
  24. He entered the arena (?),his scraggly beard and shoulder length hair blowing in the cold wind.His robe was not the best for fighting in, nor were his sandals, but he had something that was perfect for combat. He took his m-16 off the strap on his back, and looked around for the other combatants.
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