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The New Dawn (Civilization Simulator)

Posted May 10, '14 at 12:53pm

Arverniraider24

Arverniraider24

1 post

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 120
-------------------------------
Taxes: 21
Expenses: 10
Revenue: 11
-------------------------------
Towns:
Rabat (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
11 occupants (uneducated, 4 farmers, 2 researchers, 4 unemployed, hungry, 1 construction worker)
1 crop (dry 1)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Building I
Available:
Woodworking (1 day, allows wood production and relative) (researched 8:30 5/8/14)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Alphabet (1 days, allows productions and storage)
-------------------------------
Military:
None

What all may i build?

 

Posted May 10, '14 at 8:08pm

spikeabc

spikeabc

1,004 posts

(Do I not get lumber from my loggers?)

Yes, you can add 10 wood to your CS (character sheet for further reference)

i'm sorry spike abc i have to quit i'm not active enough

That's all fine, commitment is commitment.

Name: David Jones
Civilization Name: The Holy Empire of Quala
Towns: 1
Gold: 120
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Quala City (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, 3 unemployed, 3 researchers, happy, 4 farmers)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10 (10 units per day)
Other:
-------------------------------
Technology:
Farming
Alphabet
Building I
Woodworking
Available:
Ironworking (3 days, allows iron production and relative, unlocks militia)
Agriculture (5 days, increases crop production)
Writing (3 days, allows all knowledge of surroundings)
Building II (15 days, allows further building)
Storage (5 days, allows high storage)
-------------------------------
Military:
None

You gain 10 gold and lose 10 food. you finish building I and, by this point, you also finish woodworking. you can now build low to high class townhouses, a lumber mill, a school, a farm, a post office, a storage silo, a tech lab, and an iron mill. you will have to assign construction workers to it based off of the task. you can begin another tech. it is a cloudy day in your kingdom, and uneventful. you can also upgrade buildings.(note: some things cannot take effect until their tech have been invested).

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 131
-------------------------------
Taxes: 21
Expenses: 10
Revenue: 11
-------------------------------
Towns:
Rabat (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
11 occupants (uneducated, 4 farmers, 2 researchers, 4 unemployed, hungry, 1 construction worker)
1 crop (dry 1)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Building I
Woodworking
Available:
Ironworking (3 days, allows iron production and relative, unlocks militia)
Alphabet (1 days, allows productions and storage)
Agriculture (5 days, increases farming output)
Building II (30 days, allows further building)
Storage (5 days, allows storage silo)
-------------------------------
Military:
None

After assigning construction workers based by project, you can build low to high class townhouses, a lumber mill, a school, a farm, a post office, a storage silo, a tech lab, and an iron mill. you gain 11 gold and lose 11 food. one person in your town goes hungry (your production is 10, your demand is 11). You finish woodworking. (note: some things cannot take effect until their tech have been invested).

 

Posted May 10, '14 at 8:15pm

JACKinbigletters

JACKinbigletters

121 posts

Name: Sean Deane
Civilization Name: Celts
Towns: 1
Gold: 120
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
The Haunt (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, 1 researcher, 4 farmers, happy, 3 woodworkers)
1 crop (watered)
-------------------------------
Resources:
Wood: 10
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Woodworking
Building I
Alphabet
Available:
Ironworking (3 days, allows iron production and relative, unlocks militia)
Agriculture (5 days, increased farming output)
Storage (5 days, allows storage compliances)
Building II (15 days, unlocks level 3+ buildings and new ones)
-------------------------------
Military:
None

I assign researchers to study writing, that is of course if the alphabet is finished by now.

I then assign the two un-assigned workers to begin building a farm.

 

Posted May 10, '14 at 11:18pm

anewbeginning

anewbeginning

23 posts

Name: David Jones
Civilization Name: The Holy Empire of Quala
Towns: 1
Gold: 120
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Quala City (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, 3 unemployed, 3 researchers, happy, 4 farmers)
1 crop (watered)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 10 (10 units per day)
Other:
-------------------------------
Technology:
Farming
Alphabet
Building I
Woodworking
Available:
Ironworking (3 days, allows iron production and relative, unlocks militia)
Agriculture (5 days, increases crop production)
Writing (3 days, allows all knowledge of surroundings)
Building II (15 days, allows further building)
Storage (5 days, allows high storage)
-------------------------------
Military:
None

I have my researches begin on writing, and assign two people to begin building a farm. I assign one person to lumber production.

 

Posted May 11, '14 at 12:33am

Voyage2

Voyage2

194 posts

Name: Mustridus Arecol
Civilization Name: Archimole
Towns: 1
Gold: 120
-------------------------------
Taxes: 20
Expenses: 10
Revenue: 10
-------------------------------
Towns:
Heicho (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
10 occupants (uneducated, 9 unemployed, 1 researcher, happy)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0
Other:
-------------------------------
Technology:
Farming
Available:
Woodworking (1 day, allows wood production and relative)
Ironworking (3 days, allows iron production and relative, unlocks militia)
Building I (1 day, allows building of all general buildings)
Alphabet (1 days, allows productions and storage)
Agriculture (5 days, increases crop production)
  -------------------------------
Military:
None

I choose 4 peoples to become a farmer.

 

Posted May 11, '14 at 10:59am

Arverniraider24

Arverniraider24

1 post

Name: Steven II
Civilization Name: Gibraltar
Towns: 1
Gold: 131
-------------------------------
Taxes: 21
Expenses: 10
Revenue: 11
-------------------------------
Towns:
Rabat (capitol)
City hall (lvl 1, stores 100 resources)
10 townhouses (low class, 2 gold daily tax, 1 gold daily upkeep, occupant max 2 each, lvl 1)
11 occupants (uneducated, 4 farmers, 2 researchers, 4 unemployed, hungry, 1 construction worker)
1 crop (dry 1)
-------------------------------
Resources:
Wood: 0
Iron: 0
Steel: 0
Food: 0 (10 production per day)
Other:
-------------------------------
Technology:
Farming
Building I
Woodworking
Available:
Ironworking (3 days, allows iron production and relative, unlocks militia)
Alphabet (1 days, allows productions and storage)
Agriculture (5 days, increases farming output)
Building II (30 days, allows further building)
Storage (5 days, allows storage silo)
-------------------------------
Military:
None

I suppose we should work on agriculture, assigning two more men to working on it. And send two to wood production.


last edited May 11 2014 11:00 am by Arverniraider24
 
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