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Make a Nation!

BEbendave•Created July 5, 2017
Make a Nation!
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Instructions

How to Lose: you lose if Soil Fertility, Trees, Food or People become 0 How To Play: - every time you take an action or research a tech (but not buy food), you advance 1 turn. Every turn is a different season. Every Season you collect taxes, consume food and have a slight chance of disaster Actions - Build Farm- for 3 wood, 1 money, 1 land and 5 soil fertility, you gain 2 people and a farm. the farm produces 8 food every fall. 1 money in maintenance per season -Fishing Hut- for 5 wood and 1 land, you gain a fishing hit producing 2 food every spring and summer. 1 maintenance every season Deforestation- for 1 tree, you gain 15 wood Build Village- for 20 money, 1 land and 10 wood, you get 10 people and 5 extra tax monies per turn Buy Food- doesn't cost a turn. 10 food for your number of people Conquer Land- gives 2 land and 2 trees for 30 money Reforestation- gives 2 trees for 15 monies if you have Conservation tech Overseas Trade- for 30 money and 15 wood, gain anywhere from 0 to 100 monies (0-30 means a loss) if you have Navigation tech Build Dyke- for 10 monies, permanent flood protection if you have Irrigation Fertilize soil- for 30 monies, refresh soil fertility to 100, if you have Fertilization Researching tech- costs 100 monies (and a season) Tax Codes (tech)- doubles money brought in

Description

Click on things to use the actions Don't click a technology more than once. Instead of researching the tech more, your scientists burn all the work Don't Build more than 1 dyke- you simply destroy them both by doing so All techs are 100

Project Details

Project ID168157514
CreatedJuly 5, 2017
Last ModifiedJuly 7, 2017
SharedJuly 7, 2017
Visibilityvisible
CommentsAllowed