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[spoilers]The Courts of C...
Forum: Pitboss 80
Last Post: Thoth
3 hours ago
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My WIP Unit Art Thread
Forum: Caster of Magic for Windows (CoM II)
Last Post: Lagi
4 hours ago
» Replies: 66
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[PB81] Clash of Island
Forum: Pitboss 81
Last Post: xist10
5 hours ago
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» Views: 1,063
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Civilization 7 is in deve...
Forum: Civilization General Discussion
Last Post: LKendter
6 hours ago
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PBEM25 Mapmaking and Lurk...
Forum: Civilization 6 PBEM 25
Last Post: Chevalier Mal Fet
7 hours ago
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Cornflakes Goes Classical...
Forum: Pitboss 82
Last Post: Cornflakes
8 hours ago
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[PB79] MirOh No, what am ...
Forum: Pitboss 79
Last Post: klops
10 hours ago
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[PB78] Underdogs and unde...
Forum: Pitboss 78
Last Post: Donovan Zoi
Today, 10:05
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[PB78] Dreylin boldly goe...
Forum: Pitboss 78
Last Post: Mjmd
Today, 09:21
» Replies: 359
» Views: 8,385
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[LURKER THREAD - NO PLAYE...
Forum: Pitboss 79
Last Post: naufragar
Today, 08:14
» Replies: 101
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Newbie questions |
Posted by: CujoQuarrel - December 28th, 2017, 21:51 - Forum: Caster of Magic
- Replies (16)
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A few trivial questions. Note: I'm playing on a Linux machine under DosBox.
1) Could someone point me to installation instructions. I have 1.5 downloaded (And an Official MoM) so how to I get it to work.
2) In general curiosity do you have the source code for the game or are you hand editing the binaries? Either way it's an impressive accomplishment.
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New Civ 6 Sucession Game - Cheap Districts |
Posted by: Ichabod - December 28th, 2017, 08:27 - Forum: Civilization General Discussion
- Replies (15)
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Hey all, I'd like to propose a new Sucession Game for Civ 6, one that delves into the recently discovered District Discount mechanics. Here's the proposed variant:
Civilization: Japan
Rules:
*We can only build districts with a discount, never at full cost (clarification: Japan's half cost districts are always allowed, since they are already discounted).
*By the end of the game, we need to have built at least one of every district that exists in the game.
*Spaceports, aqueducts and neighbourhoods don't receive discounts and work in a different way than the other districts. We may choose to allow building them or disallow, but they will not count to the second rule (nor to the first, if allowed).
To make the game harder, we could add some additional rules, up to everyone's consideration:
*We must achieve a peaceful winning condition (because those require way more districts than just spamming units and conquering the poor AI). I really favour adding this one to the list of rules.
*We have to place a district as soon as a spot is avaiable, meaning, as soon as a city is founded or reaches size 4, 7, 10 and so on. That would make some more micromanaging needed, since we need to have a cheap district avaiable when we reach those milestones.
*We can't keep captured enemy cities with districts, since we don't know if they were properly discounted or not.
All the other settings are open to discussion, from difficulty to map type and size.
What does everyone think? Any interest?
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[Spoilers] AdrienIer wonders how he got there (feat Taotao) |
Posted by: AdrienIer - December 27th, 2017, 16:12 - Forum: Pitboss 38
- Replies (253)
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What ? How ? What ? When ?
Edit : For convenience, proposed city names (credit to Taotao) : Maoli, Periluz (perilous?), Suleimance, Pergustus (pegasus?), Genghis Celt (/cult?), Charlemongol, Kublai home, Mehgypt, Qinhage, Just inca, Salarus (Lazarus?), Byzao, Naptecs, Tokan (toucan?), Khmecca, Hachi, Vikingsros, Gretshup (Gretchen?), Pamay, Cyrab, Koshak (Cossack?), Ceamany (sesame?), Zameria, Native hill, Holy Rag. Qin Chi Na, Montezulu, Boudutcha, Victhage, Louindias, Stalindia, Huayztec, Musa, Biskhmer, Joaopan, Asokorea, Persicles, Lincelt, Hannibylon/Kubylon, Speterain, Viskington, Otto von Bisman, Suryassia, Suryottoman, Ethioranje, Isabyzantia
Password is maoli.
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[SPOILERS] Donovan Zoi Tries to Stay Above the Fold in - Demented Avengers! |
Posted by: Donovan Zoi - December 27th, 2017, 14:35 - Forum: Pitboss 38
- Replies (147)
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Welcome to my spoiler thread! I'll be changing some things this time out, in terms of reporting and gameplay:
--less long-winded and compulsively-formatted posts that eventually wear me out and cheat you out of updates. I'll make an attempt to present my strategy to you ahead of time, instead of just telling you what I did once it happens.
--more going to the panel for insight from prior RBxx threads that may help me perfect any gambit that interests me. I am finally committed to learning our history so I am not repeatedly doomed to repeat it.
--More settlement during the expansion phase! Addressing a common mistake throughout all of my recent performances, always ending with the expected result.
--Troops over Buildings! No more gazing in awe while my neighbor scales Mount Everest (or the Burj Khalifa) on the Powergraph.
Naming protocol: Lyric snippets from Pink Floyd songs. This was hinted in my last game at when San Tropez was founded amongst a bunch of Alaskan cities, but I didn't commit since the writing was on the wall in that venture. There are 30-odd names I have so far to keep myself entertained.
The password is: syd
I am fine with a lurker playing my turns in a way that makes sense for the first 100 turns, though I will likely not leave the game hanging like that.
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rules for spells found in ruins |
Posted by: crusader.mike - December 25th, 2017, 18:20 - Forum: Caster of Magic
- Replies (13)
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What are the rules for spells received as reward for taking a lair/tower/etc?
1. are they random? I.e. reloading and taking tower again will give you another spell
2. does it matter how many books of given color you have? or you could get Armageddon even with 1 chaos book?
3. how strength of defense correlates to rarity of spell? what if you already have all spells of given rarity?
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