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My WIP Unit Art Thread
Forum: Caster of Magic for Windows (CoM II)
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Cornflakes Goes Classical...
Forum: Pitboss 82
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[PB 81] Yin-Yang transcon...
Forum: Pitboss 81
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Do people use Berserkers ...
Forum: Caster of Magic for Windows (CoM II)
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Caster of Magic II Brains...
Forum: Caster of Magic for Windows (CoM II)
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Tech thread
Forum: Pitboss 80
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Caster of Magic II Bug Re...
Forum: Caster of Magic for Windows (CoM II)
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4 hours ago
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Please Change Sanctify
Forum: Caster of Magic
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[NO PLAYERS] 82nd Airborn...
Forum: Pitboss 82
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6 hours ago
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[spoilers]The Courts of C...
Forum: Pitboss 80
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[PB 74 spoilers] Just one more turn |
Posted by: Piccadilly - August 14th, 2023, 05:21 - Forum: Pitboss 74
- Replies (17)
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Hello again,
after beeing one turn short to victory in PB59 and missing several crucial things by coinflip in PB66 it seems the thing I need the most is one more turn. Let's hope this game breaks the pattern.
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Questions about OSG-39-B |
Posted by: rgp151 - August 14th, 2023, 05:09 - Forum: Master of Orion
- No Replies
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I figured I'd post this in a separate thread so as not to interrupt that one. I'm trying to use the game to learn more about strategy and tactics so I've got a few questions.
1) As of 2370 is looks like all planets except the Rich ones are on research, but the non-rich worlds aren't yet fully industrialized. Why do this? My understanding is that the way research works the amount of research done is dependent on the prior turn, so you can do things like take one massive turn of research, then reduce your research and trickle in research spending while still benefiting from faster research performance. I'm not sure exactly how it works. But, regardless, why stop all industrialization here? Why not at least keep building some factories? I would say that I never stop building factories on any world until I have them fully maxed out. Even if I go for an early Colony Ship I'll typically at least keep building 1 or 2 factories per turn.
2) What about defenses? I see that none of the planets have any missile bases. I'm typically paranoid about missile bases and one of the first things I do is ensure that I get at least 1 missile base on every planet. Typically I will set it so that a planet will build a missile base in 5 or 6 turns once it finishes building factories. There are exceptions to this rule, but that's generally the case. And once I get that first missile base then I may back off for a while if I really need research, but generally I like to keep all my planets building missile bases every turn for the entire game. This ensures that they stay updated all the time and if any get destroyed by spies they get rebuilt. But I've never had myself in the current situation, where I've got a lot of planets and not a single missile base on any of them. Is this just because you still have no contact? Seems like at this stage things could bust open really fast, but I guess you can rush build if needed.
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Additional means of gaining spells? |
Posted by: Anskiy - August 13th, 2023, 23:34 - Forum: Caster of Magic for Windows (CoM II)
- Replies (4)
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Thinking about it, it's rather limiting that new spells come only from research, lair rewards, or trading. Especially since research is generally too slow to compete with the other two options, and trading requires usable spells to exist in the first place. What about a fourth option, buying spells from merchants? It could work for peaceful play and would help such a strategy spring back from behind. Any other ideas?
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How would you rework the Galactic Council? |
Posted by: Anskiy - August 13th, 2023, 22:54 - Forum: Master of Orion
- Replies (2)
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So, I think that conceptually, the Council is great. But every so often, a game will have them convene too early, and vote in a leader race before you can do anything. How would you redesign it to solve this problem? Would you also redesign it for other purposes?
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Weird things going on with spell cost |
Posted by: AbsoluteZero - August 13th, 2023, 22:09 - Forum: Caster of Magic for Windows (CoM II)
- Replies (3)
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With 10 death books + specialist + conjuror summon ghouls costs 52. This is 59% the original cost ( 88 )
This doesn't make sense any way I work this out.
the total cost reduction should be 10 + 12 + 25 = 47%
Which means the cost should be 46.
So what's going on here? Even if I break things up and subtract the percentages one by one I still don't get 52.
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[PB74 Spoilers] Donovan Zoi Celebrates 20 Years of Living Dangerously |
Posted by: Donovan Zoi - August 13th, 2023, 14:06 - Forum: Pitboss 74
- Replies (130)
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Hey all, I am back for more punishment after a long hiatus. I am gonna try a new tactic of just keeping my comments brief in the hopes that I'll finally run a decent thread this game.
The title doesn't lie: your beloved DZ has been around for over 20 years now, though the first 5-6 years were devoted solely to the long-forgotten Democracy games. The first DemoGame I joined actually included an RPG and became a new way to enjoy pretty much the only game series I've ever loved since the mid-90's.
Just for fun (and proof), here's my first DemoGame post at CivFanatics. My last post there was in 2012.
I'm definitely not one to promise an abundance of posts, but there were a couple concepts I wanted my thread to include if I ever played here again:
- a reverse recollection of most of the major games I've played in the past, going back to PB38 at least. You are all owed an explanation for my wacky behavior, and I've been less than forthcoming. Each synopsis will come with its own lesson(s), and I'll highlight the exact point where I mess things up beyond repair in every game. Then I'll save those lessons as a list of concise guidelines designed to keep me on my toes during this one.
- Naming convention: Most Dangerous Places on Earth. A perfect match for any citizen that, through no fault of their own, falls under the stewardship of Donovan Zoi.
So much for the brevity part, but I'm cautiously optimistic. Plus, it looks like I'm on the clock for leader and civ pics, so without further ado...
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