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PB42 recruiting thread

I've had a rough year. New job, moving, renovating a house. That is all pretty much done with how so I have a bit of free time.

Looking to set up a new pitboss game. Aiming for the same as PB41: Big and Small map, standard size, low sea level, 8 players and Mardoc has kindly agreed to sort out the map for us along the same lines of how I set it up there.

One catch: I'm looking to test a naval overhaul for RtR. So it's a test game, some of it isn't perfect, but here is the proposed alterations to RtR 2.0.8.4 (so no map trading):

Link to RtR mod 2.0.9.2, please check for any mistakes (always good to double check). Hopefully this is the final version for this game.

Quote:Original changes:

Zulu: Ikhanda: -10% city maintenance (down from -20%)

Work boat: requires no tech (working water tiles still requires Fishing, stolen from Seven and ToW) (instituted in 2.0.8.5 for PB41)


New proposed changes:

Fishing Civs rebalance:

America - new UB Armoury - +1XP to Gunpowder, +1XP to Mounted, +1XP to Armour, +2XP to Melee
Byzantine - Fine
Carthage - Fine
England - Stock Exchange changed to 160 hammers, +65% gold, -15% city maintenance
Greece - Fine
Japan - Change to Fishing/Agri, Pagoda to +45% science (no hammer bonus)
Native America - No change needed
Netherlands - Affected by caravel/privateer change, fine.
Portugal - Affected by caravel/privateer change, fine.
Rome - Fine
Spain - Citadel obsolete at Scientific Method
Vikings - Fine

Mongolia: Keshik now immune to first strikes (brought into line with HA and HA replacements, due to PRO change below).


Naval changes:

Caravel, strength 4, -30% against galleys and triremes, 1 capacity (can transport any units), remove ability to enter cultural borders [Other stats unchanged, 60 hammers, requires Optics, 3 moves]

Carrack: Increase to strength 4, -30% against galleys and triremes, 4 moves, 2 capacity. remove ability to enter cultural borders

EIM: Lower to 3 capacity (unsure if change matters, it probably isn't needed), remove ability to enter culture without OB

Privateer: Requires Optics and Paper (other stats unchanged, cost 80, strength 6, 4 moves, hidden nationality, requires iron or copper)

Ship of the Line: iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5

Ironclad: Decrease to 1 movement point. Starts with Navigation 1 and Flanking 1 promotions, 1 free strike strength 12, no defensive bonus, requires iron, coal, steel and Steampower, costs 120.

Traits

PRO: Remove free CD1, give free Drill 3 (+2 free strike chances) to Archery and Gunpowder Units
FIN: +35% production of Library
IND: Can build 2 copies of all national wonders (I figured out how to do it without SDK modding, slightly messy but completely functional), +100% production of forges. NB wonder production modifer REMOVED!

Pick method is by snakepick.

No peace treaties can be signed until either 10 turns after declaring war to sign a peace deal, or a city has been captured by either player.

For Ind players: You cannot stack the same National wonders in the same city. So Oxford university and the copy (Industrial Oxford University) must go in separate cities.

Anyone interested?

Signups:

  1. Krill
  2. Superdeath
  3. Old Harry
  4. OT4E
  5. Superjm
  6. Donovan Zoi
  7. Gavagai
  8. Mr. Cairo
  9. Elkad
  10. Lewwyn

Sign closed.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18

I'm interested :D
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.

I'm interested. Not sure if I'm going to have time though.
fnord

I'm interested in a game with a bit more balanced map than was originally specified for 41 - I don't want to be lonely like in pb31, trapped in jungle like pb13 or starting next to ot4e like in 30, 31 and 38...

And I'd like a snake pick, having got stuck with someone I didn't want in the last couple of games.

On the proposed changes:
- not sure ironclads need a nerf  - I never build them
- does drill 4 unlock commando?
- what building does the American Armoury replace?

(October 27th, 2018, 11:19)Old Harry Wrote: I'm interested in a game with a bit more balanced map than was originally specified for 41 - I don't want to be lonely like in pb31,  trapped in jungle like pb13 or starting next to ot4e like in 30, 31 and 38...

And I'd like a snake pick, having got stuck with someone I didn't want in the last couple of games.

On the proposed changes:
- not sure ironclads need a nerf  - I never build them
- does drill 4 unlock commando?
- what building does the American Armoury replace?

1) Ironclads hammer anything they touch until destroyers, so the reduction in mobility is there to force promotions to go to N1 and N2 for the extra moves rather than combat. On top of that they are given the additional free strikes so they can take a hammering: they are essentially there as naval steamrollers and to hold tiles. The slower movement makes them worse for attacking and choking someone, so they are more suitable for defense than offense. I admit keeping them at 2 base movement is probably not unreasonable, but in that case they'd need to lose the free strikes.

2) Drill line does not unlock commando (that was introduced in 3.X in PB27, never been implemented into 2.X). D4 doesn't lead anywhere, it gives 2 free strikes and +10% against mounted.

3) Barracks.

I am not averse to a more balanced map: everyone contactable via galley, and the starts hand balanced is always a must IMO. The process used for PB41 removed those issues (and the map script also doesn't have the buried in jungle problem either).
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18

Interesting change to IND. Two HEs pumping units could be very powerful. Does the change allow, for example, two Wall Streets in the same city? Or 2 Moai for +2h per tile?

The way it's coded now, they do stack.

Still got to build the damned things though. Moai is, what, 15hpt max? Maybe Wall street in an OP shrine could give you 100gpt, tahat's better, or a second HE/WP combo could give you double the Commandos, but you still have GG as the limiting factor. Double IW affecting the SS race is a biggie, and a double Oxford.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18

Woops, forgot that the old discussion with that change involved removing the bonus to world wonder production. Ought to edit that in.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18

I'll play if not enough people sign up in the next week or so.

Moai stacking is fine, not game breaking. Double Oxford or Wall.Street would really change the game. I'd be interested in trying it out but I can't do more than one game at a time. I'd follow with interest though.



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