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[PB79] MirOh No, what am ...
Forum: Pitboss 79
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[spoiler]Pindicator's pb8...
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6 minutes ago
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[spoilers] Commodore in t...
Forum: Pitboss 82
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PB80 Lurker thread - Scre...
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New EitB PBEM
Forum: Erebus in the Balance PBEM LVIII
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My WIP Unit Art Thread
Forum: Caster of Magic for Windows (CoM II)
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Civilization 7 is in deve...
Forum: Civilization General Discussion
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[spoilers]The Courts of C...
Forum: Pitboss 80
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[Game Spoilers] My browse...
Forum: Erebus in the Balance PBEM LVIII
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[spoilers] Commodore roll...
Forum: Pitboss 80
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[SPOILERS] Chumchu and Cheater Hater winning throughout the ages |
Posted by: chumchu - February 9th, 2017, 05:29 - Forum: Pitboss 36
- Replies (73)
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Combos. One is to be banned then we pick our top 10 in order.
1. Frederick of America
2. Asoka of Egypt
3. Julius Caesar of Germany
4. Justinian of Mongolia
5. Gandhi of China
6. Suleiman of Maya
7. Elizabeth of Portugal
8. Roosevelt of Dutch
9. Victoria of Russia
10. Mansa Musa of Arabia
11. Darius of Japan
12. Ragnar of England
13. Alexander of Ethiopia
14. Boudica of Ottomans
15. Pericles of Korea
16. Genghis Khan of Aztecs
17. Montezuma of France
18. Hammurabi of Holy Roman Empire
19. Napoleon of Spain
20. Augustus Caesar of Greece
21. Catherine of Khmer
My valuation of medieval start traits grouped after economy, production, war and other. The higher the better and getting from different groups are better as well.
Financial
Organised Industrious Spiritual
Philosophical Imperialist Creative
Expansive Charismatic
Aggressive
Protective
Financial beats all the others in raw power. Victoria and probably the second best leader after Mansa
Organised is good in medieval, you can build courthouses when growing back cities after whips and when you have consolidated an empire. The factory will probably not come into play though.
Philosophical is decent since bulbs are very strong in a late start. However it does not pay for a big empire and have quickly diminishing marginal returns so you need a very specific plan to abuse it.
I think industrious is at its strongest in at medieval starts: you have access to forges that you save 60 hammers on. there are some fantastic wonders right away (MoM, GL, Colossus) which you can build for their bonuses or for failgold. Especially colossus can be abused for failgold in many cities as there is probably copper around and as industrious you can start on it much earlier.
https://forums.civfanatics.com/threads/l...an.574724/
I would love to play industrious but the combos look only decent.
Settlers cost 148 hammers on medieval which means imperialist is not nearly as big as on renaissance or industrious. Still it is a very neat saving meaning that you can expand faster. Prefers an economy trait to pair.
Expansive is quite nerfed without granary but you will save a small amounts on workers which is the first thing you build everywhere.
The war traits I will probably stay away from.
The relative value of spiritual depends a bit on access to religion. The settings are not entirely sure here. I still value it above creative as spiritual can take a spin in caste to pop borders. Mansa Musa fournding a religion looks incredibly strong. My candidate for a ban.
Civs are less important here as there are no Inca, Byz or India and no starting techs. I would value them 0-2 tiers compared to the seven tiers of traits.
Your opinion CH?
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Negotiation games (taking sign-ups) |
Posted by: Bacchus - February 7th, 2017, 18:58 - Forum: The Gaming Table
- Replies (39)
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I recently ran through several games created at Harvard's Program on Negotiation as a part of a course I'm currently in. These things are quite fun and I wanted to offer them to the forum. The basic/vanilla set-up is that there some issues to be negotiated, outlined in public general instructions, and there are parties with different interests defined over these issues. The interests are private information and the parties must come to an agreement, each striving for a result most beneficial to them.
For example, in a newly planned cargo port, one of the issues may be unionization and the operating company may agree to hire 1) only unionized labourers, 2) at least as many unionized labourers as non-unionized labourers, 3) extend no preference to unionized labour. The company, the union and other parties would then have a schedule of points they get depending on which option gets agreed for this issue, and similarly for all other issues.
Normally there are 4-5 issues up for negotiation. Some issues will be more relevant than others and importance will differ for all parties, giving space for win-win agreements and coalition building. Some parties may have specified walk-away options, that is a defined amount of points they get if no agreement is reached. Sometimes no agreement may be the best option for at least one party at the table.
Negotiations are pretty free-form, albeit the rules can specify key procedural points -- such as only some parties having the power to propose specific options packages to be voted on, or some parties having full discretion over some issues, or some parties having veto power.
Has anyone else had experience with these things and would anyone want to try some? The most popular ones are widely spoilered on the web (e.g. HarborCo), so don't google too actively if you would like to take part.
Current sign-ups (closed):
AdrienIer, unspoiled
Gavagai, unspoiled
MYKI, unspoiled
Rho21, unspoiled
vnosikov, unspoiled
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Pitboss 36 Mapmaking and Lurker Thread |
Posted by: Tasunke - February 6th, 2017, 13:52 - Forum: Pitboss 36
- Replies (103)
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Hey, this thread is primarily to help me decipher the Greek from the other thread. However, until choices have been made, we can't do much. I'll update this post with what I perceive to be the players' wishes fulfilled (i.e. Agreed upon settings) and those who believe they have counted the votes more closely or what have you can interject as necessary.
Rule 1. All units start on same tile, and a 7x7 or 9x9 space around the units is revealed.
Rule 2. Map size (currently unknown)
Rule 3. Map Type - map makers choice
Rule 4. Any gameplay rules, such as spies nukes etc .... are irrelevant for my purposes. I'm only interested in the civs, the leaders and the map.
Rule 5. Toroidal Wrap
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Retorts again, especially Artificier and Runemaster |
Posted by: Seravy - February 3rd, 2017, 16:20 - Forum: Caster of Magic
- Replies (19)
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It has been mentioned in the mechanics thread so...how does this sound?
Option A
Artificier
Arcane spells (excluding Spell of Mastery) cost 25% less to cast and is 25% faster to research. Enchant Item and Create Artifact costs 50% less to cast. The wizard starts with Enchant Item already known.
Runemaster
Spell of Mastery costs 25% less to cast and is 25% faster to research. The wizard's spells are +200% more resistant to dispelling (total of 3x resistance) and the wizard's attempts to dispel other wizards' spells is twice as effective.
Option B
Artificier
Arcane spells cost 25% less to cast. Enchant Item and Create Artifact costs 50% less to cast. The wizard starts with Enchant Item already known.
Runemaster
Arcane spells are 25% faster to research. The wizard's spells are +200% more resistant to dispelling (total of 3x resistance) and the wizard's attempts to dispel other wizards' spells is twice as effective.
Option C
Artificier
Arcane spells cost 25% less to cast. Enchant Item and Create Artifact costs 50% less to cast. The wizard starts with Enchant Item already known.
Runemaster
Arcane spells are 25% faster to research. The wizard's spells are +100% more resistant to dispelling (total of 3x resistance) and the wizard's attempts to dispel other wizards' spells is twice as effective.
Option D
Artificier
Arcane spells (excluding Spell of Mastery) cost 25% less to cast and is 25% faster to research. Enchant Item and Create Artifact costs 50% less to cast. The wizard starts with Enchant Item already known.
Runemaster
Spell of Mastery costs 25% less to cast and is 25% faster to research. The wizard's spells are +100% more resistant to dispelling and the wizard's attempts to dispel other wizards' spells is twice as effective.
btw Runemaster does not boost "counter" powers but boosts resistance to them. Maybe it should also double "counter" power? Or not apply to counter resistance? This is somewhat inconsistent as is. However twice as hard to dispel Suppress Magic that also has twice the power is probably too strong, same for Counter Magic.
This also affects Specialist, currently it makes spells twice as hard to counter, but if Runemaster is changed not to, this should follow it.
Other retorts that could use some discussion :
-Tactician, is a bit on the overpowered side?
-Specialist, same, I can't remember the last time I played a single realm without this, I rather give up having 10 (or 9, or 8) books. I think we had a discussion about it already though and decided not to change it.
-Cult Leader, it's good and balanced, yet I don't know the last time I actually used it. Maybe the cost reduction on the cathedral can make it a better choice? Problem might be that I always preferred WGs to Cathedrals and this doesn't work on those.
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Tower? |
Posted by: Seravy - February 1st, 2017, 14:44 - Forum: Caster of Magic
- Replies (16)
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I have been wondering that towers might break too early again after those previous monster changes?
I've had several games in a row where the strongest wizard was not the one on Myrror - often simply because there wasn't enough time to fill more than half of the plane yet.
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WW 45: I'm an Illegal Alien |
Posted by: Qgqqqqq - January 31st, 2017, 04:02 - Forum: Werewolf Archives
- Replies (585)
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There's British Men in New York. Find them.
Yes, I forgot about the flavor.
Players: (7 Alive)
1. Dp101
2. Rowain.
3. Adrien
4. Lewwyn
5. Gazglum
6. Psillycyber
7. Jabbz
Standard RB Werewolf Rules:
- Days are 72 hours long. Nights are 24 hours long.
- Days and nights end at 0800 GMT. The forum clock is used as the official clock. Votes and actions posted at xx:59 count, votes and actions posted at xx:00 do not.
- Posting is not allowed after the day and night deadlines until the GM has posted a phase resolution.
- In the event of extended forum downtime or downtime that occurs in close proximity of the deadline or some other event that disrupts the game, the day may be extended 24 hours at the GM's discretion.
- During the day each player may cast one vote for someone to be lynched. Due to the impending threat of discovery, "no lynch" is not an option. If no players vote, the mod will randomly select someone to die.
- Votes must be posted in red text or they will not count. Votes with spelling errors of names do count so long as it's unambiguous in the GM's opinion whom is being voted for. Votes embedded in quotes do not count.
- The player with most lynch votes at the end of the day is lynched and eliminated from the game. Tiebreaks: There is a tiebreaking mechanism that exists, and makes sense to the GM.
- Anyone failing to vote for 1 game day will be mod killed and removed from the game with a loss.
- Dead players may make one posthumous post that doesn't contribute to discussion.
- Forum profile camping is not allowed.
- To prevent confusion that may arise in the case of cross posting, posts may not be edited for any reason.
- Players may not communicate with other players about the game outside the thread via PM, email, chat, quicktopics etc. unless told otherwise.
- Players must check their PMs and make sure they're alive each game day before posting.
- If all players are simultaneously eliminated, or the game reaches a stalemate situation, the scum win.
- Directly quoting role PMs or other communication from the GM isn't allowed unless otherwise specified.
- Breaking rules will result in penalties ranging from warnings to loss of abilities to being mod killed, depending on the severity of the infraction and the GM's discretion.
Alignment PM's
Alien You are an alien, and thus not welcome. But if you join in the annual lynching, you're sure they'll accept you as their own!
True Murican Your father lynched aliens, as did his father before him, and you'll be darned if you don't continue this great family tradition.
Rules
1. There is a nomination process that takes place every second day. For that day, the lynch options will be reduced to 3 players that the mafia have nominated over the preceding night.
2. There are two aliens, and no roles.
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[SPOILERS] Khan's Thread |
Posted by: Khan - January 30th, 2017, 18:18 - Forum: PBEM 76
- Replies (94)
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I made a thread. If Retep reappears imminently, then I may have just created work for the admins, but those guys are totally bored anyway right?
If i'm playing, then i'm Cathy of Korea. Considerably the worst leader in my view. She's better than the average BTS leader for sure, but she's the worst in this pack. FIN/EXP are my favourite traits, followed by ORG and IND. That said, I might not even be playing this game if backwards peter turns up. Cathy is not bad, she's just got zero late game and any EXP leader beats her early game. Pericles is the closest but PHI can be fun to leverage. We make do. Korea is fine. Better than some of the other trash.
I don't know the skill level of the other players here so will do some digging. Thoth seems to have been about forever, like wasn't he Adam and Eve's neighbour or something?
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