The ice has thawed a long way for the past millennia, the mammalian megafauna are dying out and making way for a new type of species. A species which rely on intelligence and cunning to understand nature to survive and thrive. Unlike most mammals, they don't migrate. Instead they explore and settle. These settlers don't just work and rest, they communicate ideas with one another, dream of ways they could change the world and work on the basics of a civilization.
This is just the beginning of their story...
The Content
You will play as the government of your own civilization. Starting from scratch, you will decide its fate as it battles against mother nature and other civilizations for its own survival. You will do this by selecting two buildings/infrastructure from the list below which will hopefully improve your standing as a civilization. You can do this once per turn, if you forget a turn your civilization will continue until it is wiped out.
Your civilizations are in a constant state of war until you become "civilized" enough consider peace.
Updates will occur every 2-3 days, after which you can update your infrastructure. The game will occur on Earth and will be subjected to global natural events that affected humanity and its development. Will you survive the barbarian hordes? Will you dominate the cultural and political landscape? Or will you be happy with your idle city state?
((Note: The game that you seek are now complete renewed to their old game.))
Fresh Application:
For Civilization:
Civilization Name:
Starting Infrastructures (Max by 5 Infrastructures, Refer at below for buildings):
Flag/Banner (Optional):
Others:
For Barbarians:
Barbarian's Organization Name:
Starting Skills (Max by 2 Skills, Barbarians get one free Barbaric Camp upon accepted):
Flag/Banner (Optional):
Others:
((Note: Barbarians cannot build any civilized structures just like how they built from Civilizations. But, Civilizations cannot obtained skills and buildings specifically for Barbarians.))
Civilization's Infrastructures:
((Another Note: Your Civilization are magically produce 1 Research Point per turn. When a person has getting his/her research first before all others. He/She gains a bonus on that research and unlocks a new certain buildings/Skills for Civilizations and Barbarians players in use. Either stuck in poor age with clubs or become the most powerful nation in the world by using guns and nuclear. You decide.))
Ancient Age:
-Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
Technology/Research:
- Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3)
- Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)
> Escalate To Stone Age (Cost 10 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Barbarian's Skills and Infrastructures:
((Another Note: Leadership Points are just a same way as Research Points. Barbarians gain 1 Leadership Point per turn and they are separate by each "Barbarian's Own Organization" after gaining their skills. Unlike Civilization, Barbarians ruined on player's civilization and other barbarians actions are counted as
Infrastructure's Actions)
Skills:
- Rustling (Cost 3 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
((How to use Barbarian's Actions:
If you want to commit yourself to ruin other nations. Here is an example:
- If you have Rustling Skill for example. You can order your Hordes to rustling specific Civilization to gain Food Resources out from them. It will be very tricky to send your Hordes to the well defended Civilizations if you don't have enough Hordes to begin this operation.
For example: I'm going to send my [number here] Hordes to Rustling at [your victim or enemy].
The more hordes they are sending into their specific mission, they are most likely to be succeed.))
The Rules:
1. Wonders can be only built once. If someone built a wonder before you begin building, you just miss it.
2. Getting Raided by other Civilizations and Barbarians are allowed. This is why you have the military.
3. If your nation are defeated, you can always create another one. Accepting defeats are much more friendlier than fire them with rage and anger.
4. You can have only maximum of 3 active Civilizations/Barbarians. Make sure it is not 100% helping to your own another Civilizations/Barbarians, which it was taking too much advantage and possible removed out from the game.
5. Be creative! You can't just type in and says "LOL I SENDIN MAUH SUPAH OP TROOPZ AND DESTORY EVERYONE INZ SECODS"
6. Diplomacy is allowed. Peace or War, there are no world peace or entire world will became allies. It is always happen in real life too.
((The game will begin when I get 4 players to start with. If you have find any "mistakes", let me know. But avoid heavy criticizes as possible. Thank you for your time.))
I'm happy somebody revived this for the third time, so obviously here is my app. Civilization Name: United tribes of Turinn Starting Infrastructures: Chief's hut, 2 bunch of huts, forager's camp, woodcutter's camp. Flag/Banner (Optional): Two purple rectangles on the left and right side, with a spear in the middle.
I'm happy somebody revived this for the third time, so obviously here is my app. Civilization Name: United tribes of Turinn Starting Infrastructures: Chief's hut, 2 bunch of huts, forager's camp, woodcutter's camp. Flag/Banner (Optional): Two purple rectangles on the left and right side, with a spear in the middle.
Accepted and added to the "Microsoft Excel Civilization's list". I am pretty sad that everyone doesn't recognise this game any more. So, I decided to revived this back to their former glory.
Without meri it doesn't feel right, which is why I was reluctant to join, It feels even weirder because he made a sequel but no one noticed it except Epik and I
Rollback Post to RevisionRollBack
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
So, basically this is CIV 5, only I can't mod it. I can tell English isn't your first language either. There's a lot of common grammatical errors. They're no problem, it's just something I noticed.
Civilization Name: Umbraeson Starting Infrastructures: Chieftain's hut, 2x Bunch of Huts, 1x Food mine, 1x Wood mine Flag/Banner: (snip) Others: Uum... They have nice beards.
Accepted. Yes, I'm always have a lot of grammatical errors. Which my English improvement was still unchanged.
Without meri it doesn't feel right, which is why I was reluctant to join, It feels even weirder because he made a sequel but no one noticed it except Epik and I
Yes, I miss Merit very much and his game. He doesn't update this game any more and I was a bad doing of being "substitute" game moderator. So, I have decided to bring this game back from the beginning. But in this game are much more manageable and accurate in total than putting them as "Low, Medium, High".
I was a player (Tribe name: Amadeus) that have a large number of ships and I am also being a map maker in this game too since two years ago. But, I'm felt terrible when this game are now buried with his own grave and nobody had ever recovered from his game until now.
Civilization Name: Mallah
Starting Infrastructure: Chief Hall, huts, 2 foragers, woodcutter
Banner:an upsidedown star lines drawn from concave corners to profound corners opposite,((may add photo))
Other: custom form of government, If it becomes reality as well as the flag, you know who will be running things...
Civilization Name:The Emogoths
Starting Infrastructure:infiltration, Anti tracking
Banner:white with a red line going through the center, in the foreground is a blade with blood dripping off of it
Other: look like a bunch of emo and goth stereotypes.... lol
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Civilization Name: Mallah
Starting Infrastructure: Chief Hall, huts, 2 foragers, woodcutter
Banner:an upsidedown star lines drawn from concave corners to profound corners opposite,((may add photo))
Other: custom form of government, If it becomes reality as well as the flag, you know who will be running things...
Civilization Name:The Emogoths
Starting Infrastructure:infiltration, Anti tracking
Banner:white with a red line going through the center, in the foreground is a blade with blood dripping off of it
Other: look like a bunch of emo and goth stereotypes.... lol
Both Civilization and the Barbarians are accepted.
Wait, one more.
Civilization Name: Amadeus Starting Infrastructures (Max by 5 Infrastructures, Refer at below for buildings): Chief's Hut, Bunch of Huts, Forager's camp, Woodcutter's camp and Muster Field Flag/Banner (Optional): Letter "A" in the middle surrounded by blue ring. Outside blue ring are all white background. Others: Build more ships!! Oh wait, all "dem" Persians ruined the day.
What are the rules regarding updates? How many buildings can we create per turn
Rollback Post to RevisionRollBack
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
((How do I get new structures? do I pay the materials, or are the material things part of an upkeep?))
All of those materials are upkeeps. Each buildings are specifically has a cost depending on which type they are producing. E.g, Forager's camp requires 10 wood per turn and 15 population (idle labours) to produce 25 food per turn. The only thing that doesn't upkeep the cost will be Research/Leadership points. You can find the building at the main post.
As technology advancing, you can create "granaries" to store food. Stock-houses for storing wood, stones, metals and possible gold. So, those indicator are not just upkeeps but your civilization are now be able to keep spare food and all other materials for future resources. In ancient age, there are no storage in that time.
What are the rules regarding updates? How many buildings can we create per turn
Just like the old one, you can only create two buildings per turn. I could change a rule a bit if it was too little. As for barbarians, hordes are the main requirement for "causing trouble at civilizations and all other barbarians". Only things they need are stolen food to expand for their camp.
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Dombo, please respect the game, at least use shortened terms, "food mine" really ? You can't write "forager"?
If you continue to use blunt terms, then we won't be able to distinguish various infrastructures that might provide similar benefits I.e. In the future we might have to choose between a cattle farm and a sheep farm.
Rollback Post to RevisionRollBack
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Tribes of Turinn:
Scouts report of a barbarian menace, so the council decides to start a military operation, producing more food and training more soldiers with a foragers camp and a muster field.
Tribes of Turinn:
Scouts report of a barbarian menace, so the council decides to start a military operation, producing more food and training more soldiers with a foragers camp and a muster field.
Actions:
1x Muster Field
1x Forager Hut
Do research points increase by 1 per turn?
Yes, your civilization would be able to generate 1 point per turn. In later ages, you can construct research buildings like labs or schools to generate more research points.
((Are there any language barriers between our civilizations? Or is that our choice?))
Ilmens:
Construction:
-One Woodcutters Camp.
-One Group of Huts.
Military:
As the threat of barbarians and other hostile city states is deemed to be fairly low, buildup of military forces has not been deemed a main priority by the chieftain, who is usually called by his first name, Aleksy. He and his group of advisors have spoken to the rest of the tribe, saying that, due to the lack of known threats as of the moment, military buildup will not be a major priority, and resources will be primarily diverted towards befriending the nearby tribes and advancing the technological status of the tribe.
((when there becomes similar buildings then I will change how I refer to them. For now, there is only 1 way of generating each resource, and I've been playing so many different games that the term Mine automatically puts itself after the resource. Especially when in every other game in existence the food mine is a farm.
((I have not encountered a single game that refers to the term 'food mine', RP or otherwise. And I would also like to point out that there is no agriculture, thus there cannot be farms. From what I can discern, forager camp seems to be the most accurate term. The alternative for more nomadic cultures could be 'pasture herds', though from what I can see the island doesn't have any pastures, although I could be wrong. Either way, food mine isn't a particularly accurate term, although for the moment it is reasonably acceptable.))
- Barbarians of Emogoths has successfully infiltrated United Tribes of Turrin's food production. They lost 5 food per turn.
- Tribal of Ilmen have emerged from the field.
Barbarian's Skills:
The Emogoths - Infiltration(1) & Anti Tracking Technique(1)
Exploration:
An expedition has been sent out to see what lies farther west, up the river. Many hope to find other vestiges of civilization in the wilderness. The chief and his advisors are pessimistic about the search, but due to public support for the expenditure decide to carry it out.
(( I have played my share of 4x games and never once has anything been refered to as a food mine))
Mallah: huts, foragers
Emogoths: focus Amadeus
Rollback Post to RevisionRollBack
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Story
The ice has thawed a long way for the past millennia, the mammalian megafauna are dying out and making way for a new type of species. A species which rely on intelligence and cunning to understand nature to survive and thrive. Unlike most mammals, they don't migrate. Instead they explore and settle. These settlers don't just work and rest, they communicate ideas with one another, dream of ways they could change the world and work on the basics of a civilization.
This is just the beginning of their story...
The Content
You will play as the government of your own civilization. Starting from scratch, you will decide its fate as it battles against mother nature and other civilizations for its own survival. You will do this by selecting two buildings/infrastructure from the list below which will hopefully improve your standing as a civilization. You can do this once per turn, if you forget a turn your civilization will continue until it is wiped out.
Your civilizations are in a constant state of war until you become "civilized" enough consider peace.
Updates will occur every 2-3 days, after which you can update your infrastructure. The game will occur on Earth and will be subjected to global natural events that affected humanity and its development. Will you survive the barbarian hordes? Will you dominate the cultural and political landscape? Or will you be happy with your idle city state?
((Note: The game that you seek are now complete renewed to their old game.))
Fresh Application:
For Civilization:
Civilization Name:
Starting Infrastructures (Max by 5 Infrastructures, Refer at below for buildings):
Flag/Banner (Optional):
Others:
For Barbarians:
Barbarian's Organization Name:
Starting Skills (Max by 2 Skills, Barbarians get one free Barbaric Camp upon accepted):
Flag/Banner (Optional):
Others:
((Note: Barbarians cannot build any civilized structures just like how they built from Civilizations. But, Civilizations cannot obtained skills and buildings specifically for Barbarians.))
Civilization's Infrastructures:
((Another Note: Your Civilization are magically produce 1 Research Point per turn. When a person has getting his/her research first before all others. He/She gains a bonus on that research and unlocks a new certain buildings/Skills for Civilizations and Barbarians players in use. Either stuck in poor age with clubs or become the most powerful nation in the world by using guns and nuclear. You decide.))
Ancient Age:
-Chieftain's Hut (Required for age escalation and unlocks most of ancient's buildings)
(Buildings below requires Chieftain's Hut)
- Bunches of Huts (Maintenances Cost: 10 Wood, 5 Food) (Adds 50 Population)
- Woodcutter's Camp (Maintenances Cost: 10 Food, 25 Idle Population) (Produces 30 Wood)
- Forager's Camp (Maintenances Cost: 10 Wood, 15 Idle Population) (Produces 25 Food)
- Muster Field (Maintenances Cost: 10 Wood, 20 Food, 20 Idle Population) (Increase Military Strength by 5)
Technology/Research:
- Ignition (Cost 5 Research Points) (Unlocks Fire Pit + Increases Military Strength by 3)
- Irrigation (Cost 5 Research Points) (Unlocks Small Farm + Increases Food Production by 10)
> Escalate To Stone Age (Cost 10 Research Points.) (Unlocks Stone Age Infrastructures and a new indicator: Stone and Morale. A person who first to research that age will gain a free Stone Mine on start yielding 20 Stones with + 10% more Morale.)
Barbarian's Skills and Infrastructures:
((Another Note: Leadership Points are just a same way as Research Points. Barbarians gain 1 Leadership Point per turn and they are separate by each "Barbarian's Own Organization" after gaining their skills. Unlike Civilization, Barbarians ruined on player's civilization and other barbarians actions are counted as
Infrastructure's Actions)
Ancient Age:
Buildings:
- Barbaric Camp (Maintenances Cost: 5 Stolen Food) (Adds 20 Hordes)
Skills:
- Rustling (Cost 3 Leadership Points) (Your working Hordes are now able to steal food supply from Civilization's nations)
- Infiltration (Cost 6 Leadership Points) (Your working Hordes are now able to spy, randomly destroying any Civilization's resources and other Barbarian's resources)
- Anti-Tracking Technique (Cost 4 Leadership Points) (Your working Hordes are now able to blend in their surroundings, making it harder to find your Barbarian's Camp)
- Kidnapping (Cost 5 Leadership Points) (Your working Hordes are now able to kidnap specialists to reduce their potentials. E.g resources, military, etc.)
((How to use Barbarian's Actions:
If you want to commit yourself to ruin other nations. Here is an example:
- If you have Rustling Skill for example. You can order your Hordes to rustling specific Civilization to gain Food Resources out from them. It will be very tricky to send your Hordes to the well defended Civilizations if you don't have enough Hordes to begin this operation.
For example: I'm going to send my [number here] Hordes to Rustling at [your victim or enemy].
The more hordes they are sending into their specific mission, they are most likely to be succeed.))
The Rules:
1. Wonders can be only built once. If someone built a wonder before you begin building, you just miss it.
2. Getting Raided by other Civilizations and Barbarians are allowed. This is why you have the military.
3. If your nation are defeated, you can always create another one. Accepting defeats are much more friendlier than fire them with rage and anger.
4. You can have only maximum of 3 active Civilizations/Barbarians. Make sure it is not 100% helping to your own another Civilizations/Barbarians, which it was taking too much advantage and possible removed out from the game.
5. Be creative! You can't just type in and says "LOL I SENDIN MAUH SUPAH OP TROOPZ AND DESTORY EVERYONE INZ SECODS"
6. Diplomacy is allowed. Peace or War, there are no world peace or entire world will became allies. It is always happen in real life too.
((The game will begin when I get 4 players to start with. If you have find any "mistakes", let me know. But avoid heavy criticizes as possible. Thank you for your time.))
Civilization Name: United tribes of Turinn
Starting Infrastructures: Chief's hut, 2 bunch of huts, forager's camp, woodcutter's camp.
Flag/Banner (Optional): Two purple rectangles on the left and right side, with a spear in the middle.
hi
Accepted and added to the "Microsoft Excel Civilization's list". I am pretty sad that everyone doesn't recognise this game any more. So, I decided to revived this back to their former glory.
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Accepted. Yes, I'm always have a lot of grammatical errors. Which my English improvement was still unchanged.
Yes, I miss Merit very much and his game. He doesn't update this game any more and I was a bad doing of being "substitute" game moderator. So, I have decided to bring this game back from the beginning. But in this game are much more manageable and accurate in total than putting them as "Low, Medium, High".
I was a player (Tribe name: Amadeus) that have a large number of ships and I am also being a map maker in this game too since two years ago. But, I'm felt terrible when this game are now buried with his own grave and nobody had ever recovered from his game until now.
I feel this needed to be here
Civilization Name: Mallah
Starting Infrastructure: Chief Hall, huts, 2 foragers, woodcutter
Banner:an upsidedown star lines drawn from concave corners to profound corners opposite,((may add photo))
Other: custom form of government, If it becomes reality as well as the flag, you know who will be running things...
Civilization Name:The Emogoths
Starting Infrastructure:infiltration, Anti tracking
Banner:white with a red line going through the center, in the foreground is a blade with blood dripping off of it
Other: look like a bunch of emo and goth stereotypes.... lol
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Both Civilization and the Barbarians are accepted.
Wait, one more.
Civilization Name: Amadeus
Starting Infrastructures (Max by 5 Infrastructures, Refer at below for buildings): Chief's Hut, Bunch of Huts, Forager's camp, Woodcutter's camp and Muster Field
Flag/Banner (Optional): Letter "A" in the middle surrounded by blue ring. Outside blue ring are all white background.
Others: Build more ships!! Oh wait, all "dem" Persians ruined the day.
Accepted.
The game will being soon. Loading. . .
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
All of those materials are upkeeps. Each buildings are specifically has a cost depending on which type they are producing. E.g, Forager's camp requires 10 wood per turn and 15 population (idle labours) to produce 25 food per turn. The only thing that doesn't upkeep the cost will be Research/Leadership points. You can find the building at the main post.
As technology advancing, you can create "granaries" to store food. Stock-houses for storing wood, stones, metals and possible gold. So, those indicator are not just upkeeps but your civilization are now be able to keep spare food and all other materials for future resources. In ancient age, there are no storage in that time.
Just like the old one, you can only create two buildings per turn. I could change a rule a bit if it was too little. As for barbarians, hordes are the main requirement for "causing trouble at civilizations and all other barbarians". Only things they need are stolen food to expand for their camp.
Emogoths: focus attacks on Turrin
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
If you continue to use blunt terms, then we won't be able to distinguish various infrastructures that might provide similar benefits I.e. In the future we might have to choose between a cattle farm and a sheep farm.
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Starting Infrastructure: Chieftains Hut, Bunches of Huts, Three Forager Camps.
Flag/Banner:
Other: I would prefer to be on the eastern side, on the light green (what I assume is plains or grassland) near the bank of the river.
Scouts report of a barbarian menace, so the council decides to start a military operation, producing more food and training more soldiers with a foragers camp and a muster field.
Actions:
1x Muster Field
1x Forager Hut
Do research points increase by 1 per turn?
hi
Yes, your civilization would be able to generate 1 point per turn. In later ages, you can construct research buildings like labs or schools to generate more research points.
Accepted.
Ilmens:
Construction:
-One Woodcutters Camp.
-One Group of Huts.
Military:
As the threat of barbarians and other hostile city states is deemed to be fairly low, buildup of military forces has not been deemed a main priority by the chieftain, who is usually called by his first name, Aleksy. He and his group of advisors have spoken to the rest of the tribe, saying that, due to the lack of known threats as of the moment, military buildup will not be a major priority, and resources will be primarily diverted towards befriending the nearby tribes and advancing the technological status of the tribe.
((when there becomes similar buildings then I will change how I refer to them. For now, there is only 1 way of generating each resource, and I've been playing so many different games that the term Mine automatically puts itself after the resource. Especially when in every other game in existence the food mine is a farm.
((I have not encountered a single game that refers to the term 'food mine', RP or otherwise. And I would also like to point out that there is no agriculture, thus there cannot be farms. From what I can discern, forager camp seems to be the most accurate term. The alternative for more nomadic cultures could be 'pasture herds', though from what I can see the island doesn't have any pastures, although I could be wrong. Either way, food mine isn't a particularly accurate term, although for the moment it is reasonably acceptable.))
- Tribal of Ilmen have emerged from the field.
Construction:
-Two Woodcutter Camps.
Exploration:
An expedition has been sent out to see what lies farther west, up the river. Many hope to find other vestiges of civilization in the wilderness. The chief and his advisors are pessimistic about the search, but due to public support for the expenditure decide to carry it out.
Mallah: huts, foragers
Emogoths: focus Amadeus
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love