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[spoilers]The Courts of C...
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My WIP Unit Art Thread
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[PB81] Clash of Island
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Civilization 7 is in deve...
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PBEM25 Mapmaking and Lurk...
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Cornflakes Goes Classical...
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[PB79] MirOh No, what am ...
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[PB78] Underdogs and unde...
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[PB78] Dreylin boldly goe...
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[LURKER THREAD - NO PLAYE...
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PBEM9 Tech Thread |
Posted by: Krill - February 19th, 2018, 16:57 - Forum: Civilization 6 PBEM 9
- Replies (173)
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Looking to set up a 4, maybe 5 player PBEM, preferably base civ 6 for stability but could go with base Rise and Fall if the crowd wanted to.
I'm not sure what bans are considered normal, but looking for a vanilla experience. Map type I leave up in the air but an island plates game seems enjoyable.
I will be starting a new job in 2 weeks, working a shift pattern that means I would need to play either at 0900 GMT when I'm on a late shift or around 1930 after an early shift. What that means is I need a play window of 0830 to 2000 GMT to ensure a turn per day pace. I will be working 4 days per week including weekends, so I can't guarantee anything beyond that I can play the turn when I've finished work.
To whit, ideally this means that I'm looking for a European who wants to play in the evening and 2 to 3 Americans.
So, with that caveat, is anyone up for a game?
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Music Thread |
Posted by: haiduk - February 16th, 2018, 19:23 - Forum: Off Topic
- Replies (13)
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Please post music you like or music you made!
For the metal fans:
This is death metal solo project HAIDUK
Check out and comment.
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Playtest: Leerdam -- a communal economy game |
Posted by: Bacchus - February 12th, 2018, 20:08 - Forum: The Gaming Table
- Replies (25)
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I have recently drawn up a design for an interesting little game which explores cooperation, reciprocity and greed. I would really like to run the prototype past as many groups as possible, so if you like building and
negotiation, please read on, sign up and ask for clarifications.
Premise
The game of Leerdam follows a group of households that comprise the eponymous village located in the Rhine-Meuse delta. The village is a prosperous little agricultural community in 15th century, but is prone to flooding, just as the entire region is. The households each have access to some productive capacity, which they need to allocate between working for their own good, and working on maintaining the dykes that protect the entire village. One would hope the burden of public works can be shared equally, but such arrangements are continuously beset by both greed and misfortune -- not each household can operate at full capacity each year, some suffer disease, accidents and other deprivations, limiting their output. Which household will find a path to greatest prosperity, and how would the village do?
Mechanics
Player count
5+, I think best with 7-10, if more that 10, we can run two parallel communities and see how they do comparatively, that'd be fun.
Public works and flood status:
The game tracks Dyke Condition, which ranges from 1 to 6 and starts at 3. All households start with No Flood Damage.
Sequence of play:
The game runs in turns, which represent a year. Each turn starts with households being dealt their usual productive capacity (6 units) less any Misfortune. After a brief discussion, the household simultaneously and secretly offer any portion of their productive capacity to contribute to public works. If less than N - 2 units are contributed, where N is the number of players, the Dyke Condition degrades by 1, if more than N + 1 units are contributed, the Dyke Condition improves by 1, otherwise it remains constant.
After the Dyke Condition is resolved, the households allocate their remaining capacity among three activities: Subsistence, Leisure and Profit, and earn Victory Points or Wealth as follows:
- -5 VP if no capacity allocated to subsistence, -2 VP if only 1 unit allocated
- 1 VP for up to 2 units allocated to Leisure
- Wealth for each unit allocated to Profit: 10 for the first unit, 9 for the second, 8 for the third, and so on.
Capacity can be allocated to Profit only if the household is not Flooded. Any Flooded household can spend 1 unit of productive capacity to undo flood damage, resetting to No Damage.
Households can spend their productive capacity on each other's activities. Example: a household with 5 units of capacity left after Public Works may allocate 2 of them to its own Subsistence, 2 to its own Leisure and 1 to Subsistence of a household struck by Misfortune. In return, it may secure a promise to be paid back in kind. VP can never be transferred between households. Wealth can always be transferred.
After the capacity is allocated and the VP and Wealth are awarded, a six-sided die is rolled to check for this year's Flood Strength. If Flood Strength exceeds Dyke Condition, the Dyke Condition is degraded by 1, all households are set to Flooded and each loses a third of its Wealth rounded up. Then, if Flood Strength is 6, the Dyke Condition is degraded by 1, perhaps a second time.
After the flood check, each household received 1 VP for each 30 Wealth it controls. Game note: Wealth reflects not just cash holdings, but the value and quality of your real estate, as well as non-perishable household furnishing -- plate, ceramics, furniture, books, religious objects. Simple possession of these allows for a higher quality of life, reflected in this VP award.
Starting with turn 8, a die is rolled to check for game end. On a roll of 4-6, play proceeds to the next turn.
Negotiations:
Households can negotiate freely, both openly and secretly. The only binding deal occurs if two households announce a trade of Wealth for allocation of productive capacity to Subsistence, Leisure or Profit, i.e. when one household hires another's labour. If both households announce agreement to this type of deal, and this type only, the transfer of Wealth and allocation of productive capacity occur simultaneously. All other deals are non-binding.
Game end:
On the final turn, all households receive 1 VP for each (26 - 3 * Dyke Condition) Wealth they hold, and -2 VP if their household is Flooded. The household with the highest amount of VP wins. Game Note: being wealthy is always good, but much less so if your beautiful house full of Van Eyck's is likely to wash away the very next spring.
Suggested playtest
I would like to run some playtests under the above rules live, on Discord -- otherwise I'm afraid it may drag on. I think a Discord session should complete within an hour and a half, if not quicker. I am currently very flexible with my time, and can run a session whenever there are players available.
Welcome any thoughts, criticisms and questions, but most of all, of course, sign-ups!
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Etrian Odyssey |
Posted by: Herman Gigglethorpe - February 12th, 2018, 16:44 - Forum: The Gaming Table
- Replies (43)
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For those who don't know, Etrian Odyssey is an Atlus series of dungeon crawlers for the DS and 3DS based on old PC RPGs such as Wizardry. You create a guild of characters, and can send 1-5 members into the labyrinth at a time. Which classes you choose are up to you, unless you're playing the Story mode in the Untold remakes.
I started with EO4, and have also completed EO3, EO5, and EO Untold 2.
Here's a list of my challenge playthroughs for EO games so far in case you want to ask me about them or I decide to post about them later in this topic. I'll talk about the Wildling in this post.
EO3
5 Princes/Princesses (Deep City route)
1 Hoplite (Armoroad route)
1 Wildling (EDIT: Just finished!, Deep City route)
EO4
5 Dancers
5 Nightseekers
5 Runemasters
EO Untold 2
5 Landsknechts
EO5
5 Therians (3 Masuraos, 2 Rovers)
EO4 is probably the best game for newcomers. EO3 is the most friendly for solo characters. EO Untold 2 is for masochists who think having to get random drops to max out your skills and overpowered bosses intended for specific classes are good game mechanics.
For EO3 and Untold 2, be sure to create a separate item gathering party.
If you want to preserve your sanity when playing Untold 2, use this mercy rule for any variant. When you have beaten an FOE (what minibosses are called here) on Expert and have cleared the floor it's on, you're allowed to drop the difficulty to Picnic for the sake of level grinding on that type of FOE. I had to level to 70 to beat the game with 5 Landsknechts on Expert.
The EO3 Wildliing playthrough is almost at the end. The Elephant summon that confuses enemies will save you in random encounters, and the Lion is for boss fights and FOEs. To get around the Lion falling asleep every turn, my Wildling has a Monk subclass to use Refresh on it to wake it up. When the Lion is awake, it hits all enemies with a physical attack that can stun (like Flinch from Pokemon) and sometimes paralyze. Some players love the Tiger, but I can't stand that it only counterattacks after its instant kill roar on turn 1. My other skill points are in the passives that improve summons and give a chance for them to take hits intended for the Wildling.
You'll die a lot on a solo run, even with the Indomitable limit that lets you survive fatal blows with 1 HP. It's still nowhere near as bad as the turn 1 Exdeath Condemn that Sullla and T-Hawk have to deal with in FF5. Enough perseverance and level grinding will do the trick in EO3.
When playing any of these games, be sure to look at online "skill simulators" to find out where you should put your skill points. The in-game documentation for skills is awful because it doesn't tell you what the numbers are. "Gun Mastery will increase my damage by. . .1 percent!"
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Raise Volcano |
Posted by: Seravy - February 12th, 2018, 10:35 - Forum: Caster of Magic
- Replies (39)
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As discussed in the Chaos thread, I'm willing to reconsider the casting cost of Raise Volcano.
Post your preferred cost here, in the range of 50-75 MP.
(Do note that raising the cost will not make the AI use it less frequently, so answer the question based on what you think would be a balanced price for the spell when you are using it!)
Personally I think 50 might indeed be a bit too low, and 60-66 might be more appropriate (as other cost 60 spells like Heavenly Light also produce 3 MP but cannot be spammed)
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Endless Space 2 |
Posted by: Sirian - February 11th, 2018, 23:21 - Forum: The Gaming Table
- Replies (26)
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I'm surprised to find no mention of Endless Space 2 at RB. If there's a thread for it, I must be blind.
Anyway, I skipped this title for a while, due in part to warnings of fatal crashes not fixed at release and slow to get fixed, but those issues are long in the rear view mirror at this point. I jumped in a few months ago and have played quite a steady diet of it since then. A 4X game (of *any* subgenre, mind you) that I'm still playing after completing fifteen games? That ought to say quite a bit right there.
Let's talk about strong points in the game. Why is it fun to play?
1) The races are significantly distinct. (This is not all up side. The AI (at least currently) lacks the mojo to play every race to its proper potential.) From the player's perspective, alone, however, this *is* a huge up side. You play Civ3 or 4 and you're playing the same race every game, except for the UU and one or two minor leanings for flavor. THIS game sets a whole new bar for factions that play differently one from the next.
2) Six or seven victory conditions is too many. Nobody has ever gotten close to balancing more than maybe three. ... Until now. (And this is not the only Sirian Rule of What Not to Do in a 4X Game that they broke. Put another way, this is not the only "that's never been done before, successfully" that was done right and done well for the first time. Ever.)
3) The star lanes cliche sucks. Always has. ... Until now. ... Endless Space 1 did a pretty good job of allowing the star lanes to melt away in mid to late game. Endless Space 2 does it better. Does it so well, even, I'm not even bothered by the presence of the star lanes.
4) Rock/Paper/Scissors is gone. It's gone. There's just beams and projectiles (missiles and guns blended into one mechanic). When has a game ever shrank its core system (combat, in this case) from three options to two and made it better? Here. This time. It's not ambrosia, but it's better than Endless Space 1 and that's saying a lot. Also, you don't generally end up getting to choose anyway. You go with what you have the resources to build. The ability to adapt your fleet to try to keyhole on what the enemy is doing in their fleets is quite minimal. There's enough options among components, including some weaker versions of stuff that requires no strategic resources at all, for strategy to matter, but you're going to have to do a lot more than just build the best ship design to win a war in this game.
5) The "unbeatable fleet" from Endless Space 1 is gone. Heroes make a big impact on a fleet as an admiral, but you're just not going to blank out enemy fleets of similar tech level. (They have heroes, too, but that's not the only reason).
6) Defense matters. Racking up planetary defenses can put the brakes on invasions. You might lose a couple of systems to well-timed, well-placed AI DOWs and attacks, but recovery is possible. It takes a while to secure a captured world, and even longer if you make use of Tactical Surrender at appropriate times. The AI understands this too, by the way, and is quite good at seeking Truce from your Allies to blunt your gains when you are on a roll. The AI also understands the value of dogpiling, and sometimes DOWs out of pure opportunism if, for instance, your fleets are busy on the far side of your empire with a different foe (offense or defense).
7) The galaxy shapes and types create a good variety of strategic and tactical situations to manage. Some empires are compact, some are stretched quite long and thin. Some have only one or two fronts, some are surrounded. Some galaxies have clusters of minor civs, while others have them spread out nicely. You can turn off various map balancing elements, alone or in combos, to craft all manner of assymetrical situations, which (if you're on the short end of the straw) can add difficulty levels just by itself -- or take them away, if you hit the lottery. Races can be chosen, can be random-but-unique, or can be truly random. (There are some races where you are going to be in for it, if multiple copies of the same race randomly show up on your doorstep.) The right combos of races can create runaway AIs, even, if the AI's best-played races get to pick on its worst-played.
8) The game has beaten me. This may be an artifact of AI improvements in the latest patch / new DLC, which isn't terribly old. I was just starting to get comfy with the notion I had a handle on the game completely when they fixed a few issues and upgraded AI performance. There's nothing quite as interesting as having a defeat screen pop up when you were just a few turns from reaching victory yourself (by a different victory condition).
So where are the cons? Well, there are a few.
A) The AI *isn't* ace at playing every civ. You can tell it's the AI, not the civ design, if you play every race yourself and figure out the micromanagements needed on some of the trickier races.
Who does the AI suck at playing? The Vodyani and the Unfallen, especially, but also the Vaulters and the Riftborn to a lesser extent. They USED TO suck at the Cravers, but it looks like that's one race they taught the AI how to MM properly in the latest patch, because the Cravers are topping the score charts quite a bit now. The AI is ace at playing the Lumeris and the United Empire. Those races are almost always strongly played.
There's nothing weak about the Unfallen or the Vodyani, inherently, but they require a skilled and concentrated effort in order to expand at a proper pace. The AI just doesn't handle this well enough -- and both of these races are extra vulnerable to attack, requiring a higher priority on active military defense with fleets. They are also the most vulnerable to pirates, which are not a threat the AI is great at managing.
B) Alliances can make some games way too easy. If you end up in an alliance that includes your top two rivals, you can coast to a victory of your choice, even if you do have to share the glory with your friends. (This can make the Cravers a severe threat, however, as you won't be able to neuter them just by allying with them.)
C) A few tricks of the AI get to be tiresome. Every AI you declare war against telling you they'll get around to you in time (if they are at war with anyone else, including your alliance members) is poorly handled. And you may need to make sure you stock some extra Influence so you can re-declare a war when one of your allies makes the most INCONVENIENT truces imaginable. (You're just about to retake a lost system, for instance, and look! Your enemy suckered your ally into signing a truce, to pull your defeat from the jaws of victory. But-- of course, you can avoid that by not entering alliances. When NOT to join an alliance is an Interesting Dilemma.)
D) The political system is tied too heavily to each race's native political leaning. Your population composition contributes more to your your political options than does your strategic choices -- and the need to defend yourself forces Military faction upon you as a major party in every game you play.
E) You have to turn off some of the victory conditions from time to time in order to experience parts of the game field that otherwise get obscured by beelining to the faster-available victory conditions. (I praised the conditions, earlier, as the best-ever balance for a large pack of victory conditions, and it's so, but that doesn't mean there aren't some conditions you won't see much under normal circumstances.)
F) You pretty much never get to have much choice about luxury resources. Far more important to upgrade your systems with something, ANYthing, and get to the ability to negate the unhappiness of a system due to "having too many systems" than to hold out for a "better" mix of luxury resources or to try to buy them off the market. The only mechanic in the game that lets you expand your empire in the late going is the ability to cancel out the growth penatly on any fully-modernized star system. You simply HAVE TO go with whatever mix you have available, as soon as it comes available enough to make a choice at all.
I took my time moving up the difficulty levels. There are seven levels? I think I played one game at Level 4, three each at levels 5 and 6, and now a bunch on Endless (Level 7, the highest). The game requires quite a bit of micromanagement, although nothing as dull and mindless as things like the build order in Master of Orion 2 or from lack of overflows in Civ3. Most of the MM arises from the particulars of the races.
For instance, the Cravers are slave drivers and will create TEN unhappy units for each other race unit present on a given planet, with at least one Craver present there. So, a new unit of Cravers population randomly added to a planet where you had only other races present can slam your Happiness from Ecstatic to Mutinous in one go. You simply must babysit this mechanic, checking your planets at least as often as every time they grow, so you can keep new units of population from completely tanking the output of a system with morale crashes. The AI MUST HAVE been taught how to manage this better in the latest patch. I always assumed their previous incompetence with Cravers was due to morale crashes from randomly placed population growth. There's also the option to prevent some or even many planets from being fully Depleted by removing all Craver population units from nearly-Depleted planets and stuffing those worlds with any other pop points. (Not consuming your minor races in the Feeding Pits is a primary strategy. Cravers actually do best when they have one to two minor civ pop points per Craver unit. Managing happiness, bonus output and Depletion is a clinic in heavy, old school style MM, but I find it rewarding enough not to be bothered by the work load. YMMV.)
The Unfallen require their colony ships to sit unmolested in orbit of a target system for 20 turns. The number of turns decreases per extra colony ship added to the colony fleet. So 20, 10, 7, 5, 4 turns for fleets of 1 2 3 4 5 colony ships. Three or four colony ships are needed per fleet to make the wait tenable. And an Unfallen faction can be snuffed in the cradle if their colony ships are disrupted early, which makes them need to emphasize early military more than any other race, even though they are the most peaceful faction in the game. Those Unfallen vineships are ungodly expensive, though, so it can take a while to ramp up to having two fleets of four ships or three fleets of three ships, and quite hard to get to three fleets of four ships each. Once you get there, and assuming you're protecting your fleets properly, the Unfallen can zoom ahead of other races in colony pace, but everything depends on being strong and uninterrupted in the earliest going. The AI just isn't good enough to handle this race well, although in the right circumstances, they have done OK a few times.
The Vodyani have to upgrade their Arks with lots of modules. My Endless difficulty Vodyani victory? I think I had over 90 Ark designs by the end. Every time I needed to add some modules to an ark in the early going, I first had to design my current ark to look like the one I was going to upgrade, then add the components. It's just too hard until you're filthy rich to make all the Arks the same design. Besides, you don't even WANT to be doing that. You want border systems to have strong Influence, so you "sacrifice" some Ark modules to outputting Influence instead of gathering Essence. And you may want some industry modules in your best systems for fleet construction, and some Science modules in your cold-planet science producer systems. And you need plenty of Essence, always, so you can't overdo any of these Ark module alternatives. And it costs crazy gold to upgrade older arks with new module slots, but you better find a way. ... The AI, in theory, could be totally ace at this kind of tedious micromanagement, but so far, they just aren't.
The Riftborn have no consequences for creating outposts, so there is no reason not to roach them around, but the AI handles them the same way it does all the other races who, for one reason or another, all have to pace themselves on grabbing new systems. There seems to be a design flaw with the Riftborn, though: their best worlds still have the fewest population slots. Terraforming for the Riftborn is a gameplay trap. Don't do it. Much.
Anyway, all things added up, the game is quite a bit of fun. There's a lot of modern junk in the game, but very little of it plays like junk. They found just the right mix of old school distinction to go along with modern sensibilities such as having too many victory conditions and animating the space battles. This is easily the best empire builder game since Civ4, and in some ways, it surpasses Civ4, too. You owe it to yourself to give it a try.
- Sirian
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Bravely series |
Posted by: Herman Gigglethorpe - February 11th, 2018, 22:55 - Forum: The Gaming Table
- Replies (52)
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(February 11th, 2018, 21:48)English Language Wrote: My style of playing variants is playing things other people have already done and copying their strategies verbatim .
Only exceptions being Oracle Solo, and me rocking the "farm a million Staves of Light" strat shows I tend to pick one strategy and grind it out until it works, an Kimahri Only in FFX, and even then I copied someone else for the most part(one later boss would have been incredibly difficult had I not since special preparations have to be taken for him which involve not raising your max HP above a certain point), and only the final boss was one where I had to figure things out for myself which took a few days.
Also, a bit of a vaguely related question. This wouldn't happen anytime in the near future, but if someone ran variants of Bravely Default and had a capture card to get screengrabs of it, would this be a thread to put them in, as it's basically a Final Fantasy game in all but name, and the Job system is almost identical to FF5's.
Hello! I read this topic for a while, and I knew I had to post for the first time when someone mentioned Bravely Default.
I once tried a variant for that game. Since the game has a customizable New Game Plus feature, I decided to try 4 Monks starting out with Level 14 Job levels, and with the Conjurer class's Obliterate skill to speed up mindless grinding later in the game. No character levels or equipment were carried over.
Before trying any self-imposed restrictions in Bravely Default, make sure you can beat the penultimate boss on a trial run first with your rules! It can give you a weakness to fire with Acedia that overrides any elemental resistances, then hit your entire team for 9999 damage on the next turn with Zeta Flare. Even grinding to level 99 wasn't enough for the Monks. I experimented with other maxed out jobs and failed with those too. Bravely Default is like playing FF5 if the programmers expected you to use Spellblade + X-Fight + Dual Wield to survive. You can't buy Elixirs or get them as random drops in BD if my memory isn't lying to me.
Do your single class challenges in Bravely Second instead. If you need to grind levels, go to Grapp Keep and use Phoenix Down with Freelancer's Halfsies or Patissier's Items For All on the undead enemies. You can turn off random encounters in the Bravely series, so I only count mandatory fights in my restrictions. You can buy Elixirs in Chompshire. Another exception ought to be the "Berserk Room" in one of the Chapter 2 dungeons. There's no way for physically-weak classes to clear that part without being overleveled.
The equivalent of "rod-breaking" in the Bravely series is probably Special attacks, but the 9999 damage cap makes them much weaker than they could be. Level 1 Specials are as good as Level 4 Specials later in the game because of this.
My successful 4 character challenge runs were Patissier and Hawkeye. Patissiers rely a lot on Specials and "attack items" because their active skills are mostly debuffs. Their passives let you do silly things like using one Enopu Mushroom on your whole party to give them auto-revive status. (Later bosses can dispel that, so it's not invincibility.). In the Berserk room, I had to switch to Thieves for the mandatory fights to beat it without extreme level grinding.
Hawkeye is similar to the Spellblade in FF5, but with much lower defenses. For that run, I started with job level 11 to unlock Crossfire, a passive that can give your party members the chance to get free follow-up attacks when they hit the enemy. Although Hawkeyes can apply elemental or defense-piercing properties to their weapons, their magical attack Sparrow is stronger in most cases. It was much harder than the Patissier playthrough, even though the Patissiers started at job level 1.
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[TECH] Pitboss 38 IT and Tech Issues Thread |
Posted by: spacetyrantxenu - February 11th, 2018, 19:01 - Forum: Pitboss 38
- Replies (896)
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Game Rules and Settings:
Server: pitboss.watto.no:2059
Game tracker: http://www.civstats.com/viewgame.php?gameid=3003
Claim your civ: (the password is sirian)
Game Host unified tech thread (for all Caledorn hosted games):
http://www.realmsbeyond.net/forums/showt...p?tid=7117
Host: Caledorn
Admin: ???
Map maker: Cornflakes and team
Starting date: February 11, 2018
Mod: RtR 2.0.8.4
Mod Changelog: Available here (Note: difference between 2.0.8.3 and .4 is down to map trading).
Turn Timer: 24 hours
Rules:
Quote:Difficulty: Monarch
Speed: Normal
Era: Ancient
Turn speed: 24 hours/turn (ingame clock adjusted to keep turns to 24 hours)
Vassals: off
TT: off
Huts: off
Events: off (broken)
Barbs: on, normal (Not raging)
Espionage: on
Diplo: AI-diplo
Double moves: Don't be a jerk aka normal RB double move rules. If in doubt or a newb, ask the lurkers.
Other:
* No city gifting or trading
* No using trade window to communicate (e.g. using letters or numbers in a way that could be interpreted something else than a real trade offer)
Signups:
Quote:1) dtay - Genghis Khan (Agg/Imp) of Celtia
2) superdeath - Churchill (Cha/Pro) of the Native Americans
3) Mr. Cairo - Saladin (Pro/Spi) of Russia
4) B4ndit - Zara Yaqob (Cre/Org) of Sumeria
5) Rusten - Cyrus (Cha/Imp) of Arabia
6) Donovan Zoi - Pacal (Exp/Fin) of Maya
7) Gavagai - Mehmed (Exp/Org) of Egypt
8) Shallow Old Human Tourist - Augustus (Imp/Ind) of Persia
9) GermanJoey - Charlemagne (Imp/Pro) of Mongolia
10) Dreylin - Roosevelt (Ind/Org) of the Vikings
11) OT4E and Chumchu - Qin Shi Huang (Ind/Pro) of Carthage
12) Dark Savant - Joao (Exp/Imp) of Byzantium
13) 2metraninja - Napoleon (Cha/Org) of the Aztecs
14) Mackoti - Suleiman (Imp/Phi) of France
15) The Black Sword - Pericles (Cre/Phi) of Zulu
16) AdrienIer - Mao (Exp/Pro) of Mali
17) Pindicator - Hammurabi (Agg/Org) of China
18) WilliamLP - Tokugawa (Agg/Pro) of Japan
19) Commodore - Kublai Khan (Cha/Cre) of Rome
20) naufrager - Julius Caesar (Imp/Org) of Germany
21) plako - Justinian (Imp/Spi) of Inca
22) elkad - Shaka (Agg/Exp) of Korea
23) spacetyrantxenu - Hatshepsut (Cre/Spi) of Greece
24) Boldly Going Nowhere - Boudica (Agg/Cha) of Khmer
25) Aretas - Ragnar (Agg/Fin) of Holy Rome
On pauses:
(February 25th, 2018, 22:20)BRickAstley Wrote: As an impartial observer, I would say everyone should put their password in the first post of their thread no matter what (no one has ever used that to cheat here, and if they did it's obvious and we'll reload. And then either:
1) explicitly state in their first post they don't mind a global lurker coming in and making basic common sense moves, if they are still left to play with under an hour to go
OR
2) if you don't want to do the above, but occasionally need a lurker to cover, post here ahead of time and give specific instructions in your thread. If you forget tough noogies, you lose your moves this turn.
I would advise against pauses if at all possible this early on, the game needs to keep moving. And this can all be revisited later when player count thins and empire size balloons
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Spell Very Rare Treasure |
Posted by: zitro1987 - February 10th, 2018, 15:17 - Forum: Caster of Magic
- Replies (54)
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I keep reading instances of very rare spells rewarded with middle-difficulty lair or node battles, spells that cost 5-digit research cost, in very early in the game. I once got myself entangle by fighting a few storm giants (difficult, but doable with losses that pale in comparison with reward).
I mentioned this before - we need to limit this reward to rare super-difficult battles where you're fighting 5+ v.rare creatures.
The solution could be as simple as changing the spell point system in rewards to have a base of 200 for that X-4X-9X-16X hardcoded formula. --> 200 © 800 (U) 1800 ® 3200 (VR)
Another better solution could be keeping things the same but the 16X for v rare changing to 25X. It does not seem fair that v rare costs not even twice as many research points as a rare.
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