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  Fortress Lightning
Posted by: Seravy - February 10th, 2017, 10:30 - Forum: Caster of Magic - Replies (12)

It was mentioned last week that the Fortress Lightning is weird for non-Chaos wizards, so here is the question :

Do we want to keep it a lightning bolt, or do we want to replace the effect and sound with something else?
I assume we want an Arcane spell's effect which means Heroic Shout (Recall Hero) is the only one - dispel would look silly- but for sound we might want to pick something else. Or is there some more suitable effect I'm overlooking? Of course we also need to update the help text to say something like "magic blast" instead of lightning, I'm not sure - I guess this depends on what visual and sound effect we pick.

The damage and armor piercing property would stay unchanged.

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  [spoilers] OT4E's crusade
Posted by: OT4E - February 9th, 2017, 23:43 - Forum: Pitboss 36 - Replies (59)

Hi all.

So Medieval start here is.
My experience in this era only came from online teamers. We played a lot of them and I must admit theu were much more exciting than regular ancient cataphants slaughters. Castles, samurais, chokonus, trebutchets and knights... 

But this is going to be different game, though I tried to bring in some difference instead of regular farming fest.

Player list:
- OT4E, Roosvelt/Dutch
- chumchu, Mansa/Arabia
- TBS, Suleiman/Maya
- Gavagai, Victoria/Russia
- GJ, Ghandi/China
- Mr. Cairo, Darius/Japan

Password:

teddy

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  WW: Mimefia! Signups and Discussion - CANCELLED
Posted by: Qgqqqqq - February 9th, 2017, 16:02 - Forum: The Gaming Table - Replies (7)

Premise:
Scum win if they get lynched, town win if they are equal to scum numbers at any point.

We'll be doing nightless, with scum needing to have their kills ready by EoD or else random kills. Scum are required to kill on a certain number of nights, and will always have the option.

Days will be 48 or 72h, depending on feedback, with an option to swap down to 48 if I relieve unanimous PM's to that effect after a certain time.

Game will start 1-2 weeks after 45 ends, depending on player burnout and any requirements.


Signups:
1. AdrienIer
2. Dp101
3. Rowain
4. Zenzao
5.
6.
7.
8.
9. ?tom? (message)

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Brick [PB36 Spoilers] GermanJoey's Meltdown Betting Pool
Posted by: GermanJoey - February 9th, 2017, 12:23 - Forum: Pitboss 36 - Replies (104)

dancing

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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)

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)

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)

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)

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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  Most powerful combo (as of 3.1)
Posted by: Catwalk - February 3rd, 2017, 11:08 - Forum: Caster of Magic - Replies (10)

I'm sinking my teeth into this delicious mod, and am curious to hear what others feel are the strongest combos right now. I have some ideas, but I need to test a bit more before I feel confident enough to post them smile

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  Looking for a last minute pair of eyes to evaluate my setup.
Posted by: Jabbz - February 3rd, 2017, 01:39 - Forum: The Gaming Table - Replies (1)

I've run my setup by a few people, and everything looks solid, but I'd love one more set of eyes if someone not playing it is willing. Needs to be in the next few hours though. I'll keep checking back.

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