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#228786 - 02/16/11 02:39 PM
Re: end of game
[Re: Rivie]
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Consigliere
Registered: 06/18/07
Posts: 339
Loc: CA, USA
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Try for a tribe of immortal redheaded JOAT runners.
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Runners... never enough runners....
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#228790 - 02/16/11 07:08 PM
Re: end of game
[Re: IzzyJ5]
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Expert
Registered: 02/06/11
Posts: 110
Loc: Celestia
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So you gave up on the game?
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Take care of the Earth as if it was your own home, because the Earth IS your home.
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#228810 - 02/17/11 03:48 AM
Re: end of game
[Re: IzzyJ5]
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Expert
Registered: 02/06/11
Posts: 110
Loc: Celestia
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Did you have the earthquake god power?
Edited by Cyborg (02/17/11 03:49 AM)
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Take care of the Earth as if it was your own home, because the Earth IS your home.
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#228817 - 02/17/11 02:28 PM
Re: end of game
[Re: Cyborg]
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Adviser
Registered: 11/14/10
Posts: 80
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No, otherwise I would have used it to convert Rascal. I could't get the earthquake power back because I only had the twins. I put them both in the research lab to get more points but they worked hard but couldn't generate enough points to bring the god powers up to earthquake level.
Edited by IzzyJ5 (02/17/11 02:32 PM)
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#228818 - 02/17/11 03:26 PM
Re: end of game
[Re: IzzyJ5]
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Consigliere
Registered: 06/18/07
Posts: 339
Loc: CA, USA
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The research lab doesn't have anything to do with the powers.
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Runners... never enough runners....
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#228820 - 02/17/11 05:23 PM
Re: end of game
[Re: Tuna Puzzler]
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Adviser
Registered: 11/14/10
Posts: 80
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The way I play for powers is to get as many tech points as I can. The older twins couldn't pick up relics or try to convert Rascal, I really tried but he's a stubborn little stinker. If there's a different way to get the them, someone please post with spoiler.
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#228821 - 02/17/11 05:29 PM
Re: end of game
[Re: IzzyJ5]
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Expert
Registered: 06/19/09
Posts: 110
Loc: minnesota
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research points has nothing to do with the powers.... the god powers are directly related to population .....the number of believers. The larger the tribe of believers the more god powers available to you.
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skipper45mn
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#228825 - 02/17/11 07:23 PM
Re: end of game
[Re: skipper45mn]
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Expert
Registered: 02/06/11
Posts: 110
Loc: Celestia
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The reason how I converted all of the heathens (including) rascals was when ever I had Females who could have kids I would make them have kids I would just have the men work. I have always had a big population not only to get work done faster but to have a lot of divine energy to get the high ranking powers such as earthquake. When ever I had a hut that could have been built I would everyone the farmers scientists and healers build the hut to get it done quickly to get my population up. When I ran out of kids I made one using grant youth. You should always have a child even if you have found all the collectibles. Especially when you start the game always have at least one child. Missing collectibles really hurts and it could mean the difference between life and death for your tribe. Well, maybe not life and death but it will certainly make the game harder. I am just saying when ever you can increase your population you should do it.
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Take care of the Earth as if it was your own home, because the Earth IS your home.
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#228836 - 02/18/11 01:42 AM
Re: end of game
[Re: Cyborg]
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Consigliere
Registered: 06/18/07
Posts: 339
Loc: CA, USA
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I like to start with one kid and four nursing moms. That way you get access to new powers faster.
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Runners... never enough runners....
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#228841 - 02/18/11 01:35 PM
Re: end of game
[Re: Tuna Puzzler]
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Master of Meditation
Registered: 09/13/06
Posts: 4896
Loc: London, UK
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I like to start with one kid and four nursing moms. I've never been that bold, because I'd have to wait a couple of hours minimum before the mothers dropped their bundles of joy. During that time no work could be done. Also, there is a severe gender imbalance. I've not tried it, but presumably the kid can heal and convert the heathen doctor, so after that there'd be one pair of hands available, although the heathen could also turn out to be a woman and you'd have to wait until the kid grew up to 18 before he could start "family duties". That's assuming that the kid you picked at the start was a boy, of course ...
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To err is human; to arr is pirate.
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#228842 - 02/18/11 02:51 PM
Re: end of game
[Re: arnie]
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Consigliere
Registered: 06/18/07
Posts: 339
Loc: CA, USA
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The kid can't convert the doctor from what I've tried, but the heathen mommy can be immediately converted, giving you +2 population. Then you convert the doctor and quickly get both the lab and noni going. The period of inactivity (which you don't really notice because you're too busy keeping them alive) is the price you pay for the huge boost in power once the babies do leave the moms (which is only 2 hours, really). Edited to add: I don't mind a gender imbalance that has more females. That gives you more flexibility. I hate ending up with mostly males and having my population stall at some lousy number.
Edited by Tuna Puzzler (02/18/11 02:57 PM)
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Runners... never enough runners....
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#228844 - 02/18/11 03:22 PM
Re: end of game
[Re: IzzyJ5]
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Consigliere
Registered: 06/18/07
Posts: 339
Loc: CA, USA
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I like to do little experiments with my tribes (most of which I end up abandoning after a few days when I get bored of them).
I've tried starting with all nursing moms (they survived), all kids (they thrived... had like 5,000 food by the time they grew up), all learners, all runners, only one head (I was going for a tribe of a hundred clones, but got bored).
Another thing I've tried is not touching any of the heathens to see how far in the game you could get without converting anyone or breaking any of the totems. That was a fun one I suggest people try.
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Runners... never enough runners....
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