Author Topic: Fantasy Nations; a Turn Based Civ Game! - Year 3, Round 3! Logo, </3 Tingalz >:(  (Read 35542 times)

they're not what they're labeled in the program.


Do boats move 4, 5, or 6?




How?
It looks like the spear I use.

I just posted it for reference.

There will be an update on war units soon when i release the new tree.
I've got an idea on my head that will make units more varied.

Does that mean all the people are squares?  :cookieMonster:

Since everyone else was posting useless fluff earlier I guess I could post the branches of military I have set out



Royal Scouts

  -The Royal Scouts are the first line of defense of the empire. The royal scouts are tasked with land and naval surveilance of the world and are the first to strike if problems arise. Royal Scout units could range from footsoldiers to naval vessels. Royal Scouts would use portals to teleport long distances to be the first to a fight.

Sovereign Guard

  -The Sovereign Guard is the main bulk of the Tingolian military. The Sovereign Guard is the primary land force and also serves as the police force back at cities. Typical Soveregin Guard soldiers are armed with pikes or swords with Knights and Cavalry also on the battle.

Imperial Navy
  -The Imperial Navy is the primary nautical force of Tingolia. The Navy protects the nation from any sea attack and transports units across water. Units in the navy can range from patrol boats to massive galleons.

Executioners
  -The Executioners are the elitest branch of the Tingolian military. Executioners are a special operations force with a wide variety of tasks. A single executioner would be armed with bows or knives and have a variety of magical skills. Executioners are called in only for special or important tasks.

Titan Brigades
  -Titans are the seige force of Tingolia. Titans are seige weapons that are enhanced using magic to be even more devastating to city walls and troops. Titans can range from catapults to large battering rams. Titan crews are usually only called in to defend or attack cities.

COB
Build settler (counts as a free action)
Build lumber mill at 58.07
Load settler onto boat
(Load some scouts onto the boat if possible, if not just load some extra civilians on)
Move boat to 59.05
Dessicatus
Build farm at 50.16
Forage for food

Research tech.
« Last Edit: November 12, 2011, 06:01:44 PM by Wizzeh »


Do new towns really not grant additional research?

Do new towns really not grant additional research?
they never did

ARC I need you to clarify something for me

1) Does only 1 nation need trade ships to trade with another nation by sea?
2) Does the port have to be in the same town as the marketplace for it to work for sea trade?