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  Jalepeno goes to market
Posted by: jalepeno - August 11th, 2016, 20:31 - Forum: Erebus in the Balance XLVIII - Replies (32)

Password

market

Bulb lists
Code:
Prophet:                     Bard:                        Sage:
TECH_CORRUPTION_OF_SPIRIT    TECH_DRAMA                   TECH_ARCANE_LORE
TECH_PRIESTHOOD              TECH_FESTIVALS               TECH_SORCERY
TECH_RELIGIOUS_LAW           TECH_EDUCATION               TECH_ALTERATION
TECH_COMMUNE_WITH_NATURE     TECH_ASTRONOMY               TECH_PASS_THROUGH_THE_ETHER
TECH_HIDDEN_PATHS            TECH_SANITATION              TECH_DIVINATION
TECH_INFERNAL_PACT           TECH_WRITING                 TECH_ELEMENTALISM
TECH_MALEVOLENT_DESIGNS      TECH_ANIMAL_HUSBANDRY        TECH_NECROMANCY
TECH_WAY_OF_THE_EARTHMOTHER  TECH_ANIMAL_MASTERY          TECH_OMNISCIENCE
TECH_WAY_OF_THE_FORESTS      TECH_EXPLORATION             TECH_STRENGTH_OF_WILL
TECH_DECEPTION               TECH_FISHING                 TECH_KNOWLEDGE_OF_THE_ETHER
TECH_HONOR                   TECH_AGRICULTURE             TECH_ANIMAL_HUSBANDRY
TECH_MESSAGE_FROM_THE_DEEP   TECH_MEDICINE                TECH_ANIMAL_MASTERY
TECH_PHILOSOPHY              TECH_MYSTICISM               TECH_SANITATION
TECH_ANCIENT_CHANTS          TECH_PHILOSOPHY              TECH_AGRICULTURE
TECH_ORDERS_FROM_HEAVEN      TECH_SORCERY                 TECH_MEDICINE
TECH_THEOLOGY                TECH_OMNISCIENCE             TECH_CALENDAR
TECH_MYSTICISM               TECH_ALTERATION              TECH_EDUCATION
TECH_RIGHTEOUSNESS           TECH_CALENDAR                TECH_WRITING
TECH_DRAMA                   TECH_HUNTING                 TECH_EXPLORATION
TECH_ARETE                   TECH_PASS_THROUGH_THE_ETHER  TECH_FISHING
TECH_MIND_STAPLING           TECH_ANCIENT_CHANTS          TECH_HUNTING
TECH_FESTIVALS               TECH_KNOWLEDGE_OF_THE_ETHER  TECH_ANIMAL_HANDLING
TECH_FANATICISM              TECH_ANIMAL_HANDLING         TECH_ASTRONOMY
TECH_DIVINATION              TECH_ARCANE_LORE             TECH_CODE_OF_LAWS
TECH_SORCERY                 TECH_CONSTRUCTION            TECH_CURRENCY
TECH_ARCANE_LORE             TECH_FERAL_BOND              TECH_FERAL_BOND
TECH_EDUCATION               TECH_FEUDALISM               TECH_MATHEMATICS
TECH_KNOWLEDGE_OF_THE_ETHER  TECH_SAILING                 TECH_OPTICS
TECH_OMNISCIENCE             TECH_STRENGTH_OF_WILL        TECH_TAXATION
TECH_ELEMENTALISM            TECH_DIVINATION              TECH_MERCANTILISM
TECH_NECROMANCY              TECH_ELEMENTALISM            TECH_TRADE
TECH_ALTERATION              TECH_NECROMANCY              TECH_WARHORSES
TECH_DIVINE_ESSENCE          TECH_CODE_OF_LAWS            TECH_CARTOGRAPHY
TECH_PASS_THROUGH_THE_ETHER  TECH_OPTICS                  TECH_POISONS
TECH_STRENGTH_OF_WILL        TECH_GUILDS                  TECH_SAILING
TECH_WRITING                 TECH_MASONRY                 TECH_GUILDS
TECH_ASTRONOMY               TECH_ARCHERY                 TECH_HORSEBACK_RIDING
TECH_ARCHERY                 TECH_POISONS                 TECH_INFERNAL_PACT
TECH_CONSTRUCTION            TECH_PRIESTHOOD              TECH_STIRRUPS
TECH_FEUDALISM               TECH_RELIGIOUS_LAW           TECH_MITHRIL_WORKING
TECH_SAILING                 TECH_COMMUNE_WITH_NATURE     TECH_PRECISION
TECH_CODE_OF_LAWS            TECH_HIDDEN_PATHS            TECH_CONSTRUCTION
TECH_BOWYERS                 TECH_MESSAGE_FROM_THE_DEEP   TECH_FEUDALISM
TECH_EXPLORATION             TECH_CARTOGRAPHY             TECH_MASONRY
TECH_FISHING                 TECH_MITHRIL_WORKING         TECH_WAY_OF_THE_FORESTS
TECH_GUILDS                  TECH_PRECISION               TECH_ANCIENT_CHANTS
TECH_MASONRY                 TECH_WAY_OF_THE_FORESTS      TECH_CORRUPTION_OF_SPIRIT
TECH_MILITARY_STRATEGY       TECH_BOWYERS                 TECH_FESTIVALS
TECH_SANITATION              TECH_DECEPTION               TECH_MESSAGE_FROM_THE_DEEP
TECH_TRADE                   TECH_DIVINE_ESSENCE          TECH_MYSTICISM
TECH_FUTURE_TECH             TECH_HONOR                   TECH_COMMUNE_WITH_NATURE
TECH_NEVER                   TECH_MALEVOLENT_DESIGNS      TECH_DECEPTION
TECH_SEAFARING               TECH_MILITARY_STRATEGY       TECH_DRAMA
                             TECH_MIND_STAPLING           TECH_ENGINEERING
                             TECH_RIGHTEOUSNESS           TECH_HIDDEN_PATHS
                             TECH_TRADE                   TECH_HONOR
                             TECH_CURRENCY                TECH_MINING
                             TECH_ENGINEERING             TECH_MITHRIL_WEAPONS
                             TECH_INFERNAL_PACT           TECH_ORDERS_FROM_HEAVEN
                             TECH_MATHEMATICS             TECH_PHILOSOPHY
                             TECH_MERCANTILISM            TECH_SMELTING
                             TECH_MITHRIL_WEAPONS         TECH_THEOLOGY
                             TECH_ORDERS_FROM_HEAVEN      TECH_MACHINERY
                             TECH_SMELTING                TECH_MALEVOLENT_DESIGNS
                             TECH_STIRRUPS                TECH_RIGHTEOUSNESS
                             TECH_TAXATION                TECH_FUTURE_TECH
                             TECH_THEOLOGY                TECH_NEVER
                             TECH_WARHORSES               TECH_SEAFARING
                             TECH_CORRUPTION_OF_SPIRIT
                             TECH_FUTURE_TECH
                             TECH_NEVER
                             TECH_SEAFARING



Merchant:                    Engineer:
TECH_CURRENCY                TECH_ENGINEERING
TECH_MATHEMATICS             TECH_MITHRIL_WORKING
TECH_TAXATION                TECH_MACHINERY
TECH_MERCANTILISM            TECH_SMELTING
TECH_TRADE                   TECH_BLASTING_POWDER
TECH_WARHORSES               TECH_BOWYERS
TECH_CALENDAR                TECH_IRON_WORKING
TECH_AGRICULTURE             TECH_BRONZE_WORKING
TECH_HORSEBACK_RIDING        TECH_CRAFTING
TECH_MEDICINE                TECH_FEUDALISM
TECH_ANIMAL_HUSBANDRY        TECH_MASONRY
TECH_CARTOGRAPHY             TECH_ARCHERY
TECH_CODE_OF_LAWS            TECH_MILITARY_STRATEGY
TECH_FISHING                 TECH_MITHRIL_WEAPONS
TECH_OPTICS                  TECH_RAGE
TECH_SANITATION              TECH_CONSTRUCTION
TECH_ANIMAL_MASTERY          TECH_MINING
TECH_EXPLORATION             TECH_CARTOGRAPHY
TECH_GUILDS                  TECH_GUILDS
TECH_HUNTING                 TECH_PRECISION
TECH_STIRRUPS                TECH_ANIMAL_HANDLING
TECH_MITHRIL_WORKING         TECH_FERAL_BOND
TECH_SAILING                 TECH_OPTICS
TECH_WRITING                 TECH_POISONS
TECH_MACHINERY               TECH_ANIMAL_HUSBANDRY
TECH_ANIMAL_HANDLING         TECH_DIVINE_ESSENCE
TECH_ASTRONOMY               TECH_AGRICULTURE
TECH_ENGINEERING             TECH_CODE_OF_LAWS
TECH_FERAL_BOND              TECH_MEDICINE
TECH_MASONRY                 TECH_ANIMAL_MASTERY
TECH_POISONS                 TECH_CALENDAR
TECH_SMELTING                TECH_FISHING
TECH_CONSTRUCTION            TECH_HUNTING
TECH_EDUCATION               TECH_STIRRUPS
TECH_FEUDALISM               TECH_ARETE
TECH_MINING                  TECH_EXPLORATION
TECH_PRECISION               TECH_MIND_STAPLING
TECH_DECEPTION               TECH_SANITATION
TECH_HONOR                   TECH_FANATICISM
TECH_ANCIENT_CHANTS          TECH_ASTRONOMY
TECH_BOWYERS                 TECH_HORSEBACK_RIDING
TECH_FESTIVALS               TECH_WARFARE
TECH_MESSAGE_FROM_THE_DEEP   TECH_SAILING
TECH_MYSTICISM               TECH_WARHORSES
TECH_ALTERATION              TECH_MERCANTILISM
TECH_ARCHERY                 TECH_ORDERS_FROM_HEAVEN
TECH_ORDERS_FROM_HEAVEN      TECH_THEOLOGY
TECH_PASS_THROUGH_THE_ETHER  TECH_WAY_OF_THE_EARTHMOTHER
TECH_THEOLOGY                TECH_CURRENCY
TECH_WAY_OF_THE_FORESTS      TECH_EDUCATION
TECH_ARETE                   TECH_MATHEMATICS
TECH_BLASTING_POWDER         TECH_RIGHTEOUSNESS
TECH_IRON_WORKING            TECH_STRENGTH_OF_WILL
TECH_MALEVOLENT_DESIGNS      TECH_TAXATION
TECH_MIND_STAPLING           TECH_TRADE
TECH_MITHRIL_WEAPONS         TECH_WRITING
TECH_RIGHTEOUSNESS           TECH_ALTERATION
TECH_STRENGTH_OF_WILL        TECH_ELEMENTALISM
TECH_BRONZE_WORKING          TECH_KNOWLEDGE_OF_THE_ETHER
TECH_COMMUNE_WITH_NATURE     TECH_NECROMANCY
TECH_CRAFTING                TECH_PASS_THROUGH_THE_ETHER
TECH_DRAMA                   TECH_WAY_OF_THE_FORESTS
TECH_HIDDEN_PATHS            TECH_ANCIENT_CHANTS
TECH_MILITARY_STRATEGY       TECH_COMMUNE_WITH_NATURE
TECH_OMNISCIENCE             TECH_DRAMA
TECH_PHILOSOPHY              TECH_FESTIVALS
TECH_SORCERY                 TECH_HIDDEN_PATHS
TECH_WAY_OF_THE_EARTHMOTHER  TECH_MESSAGE_FROM_THE_DEEP
TECH_WARFARE                 TECH_MYSTICISM
TECH_FUTURE_TECH             TECH_OMNISCIENCE
TECH_NEVER                   TECH_PHILOSOPHY
TECH_SEAFARING               TECH_SORCERY
                             TECH_FUTURE_TECH
                             TECH_NEVER
                             TECH_SEAFARING

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  DaveV talks like a pirate, me hearties!
Posted by: DaveV - August 11th, 2016, 18:48 - Forum: Erebus in the Balance XLVIII - Replies (240)

How I expect this game to end:

[Image: hanging.jpg]

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  Aurorarcher has a tough row to hoe
Posted by: Aurorarcher - August 11th, 2016, 16:32 - Forum: Erebus in the Balance XLVIII - Replies (45)

This will be a hard game to win. But the point is to win, right? mischief

... and also have fun. Actually those come together often, but not always.

This is going to be very interesting, and also different game to the previous games I have played. With 8 players I simply can't attack my opponent if I'm not sure I am going to gain something. No reason to raze cities of my opponents when it only gives the others help as well. I have to be more patient. *cough* the last PBEM *cough*. I must admit I'm not very good at that, when I get some sort of edge over my opponents (be it technological or power), I often put it in action very quickly - and it has turned into World War between me and my opponents a couple of times. This has worked sometimes in my games but I don't think that it will work here.

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  Dreylin goes big or goes home [spoilers]
Posted by: Dreylin - August 11th, 2016, 15:42 - Forum: Erebus in the Balance XLVIII - Replies (110)

Password is:

donkey

I'll try to keep this somewhat updated with useful links:
List of Civs & Worldspells
Tech tree & early tech discussion
Civ and Player comments
Second city planted

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  Forums are now the Frontpage
Posted by: BRickAstley - August 11th, 2016, 11:43 - Forum: Off Topic - Replies (5)

I had been planning with some other members to do a reboot of the frontpage with updated style and content. However, we have all been very busy with no vision of when we could do that in sight. But the classic front page is still there and isn't a good first glance for people to see who we are and what we do.

So I have changed the website's default index page to redirect immediately to the forums index; anyone who types in http://www.realmsbeyond.net will come straight to the forums. The former front page is located at http://www.realmsbeyond.net/archive.html and can be reached from any forum page via the "Realms Beyond Archives" link in the footer.

Maybe it wouldn't hurt to make a special subforum/section with a lot of the important data aggregation/cleanup that has been talked about off and on over the years? The static webpage seemed to be disagreed on what content and style we wanted not to mention time to implement, leaving everything in the forums is starting to make more sense to me.

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  Chaotic personality
Posted by: Seravy - August 11th, 2016, 06:43 - Forum: Caster of Magic - Replies (3)

I believe the Chaotic personality could use some improvements on the AI.
I mainly have two issues with it :
1. Higher difficulty causes them to declare war more. The problem with this is, the game gets EASIER not harder if the AI players have more wars between them, and with 4 AI and only 1 human wizard, that means the AI has a 75% chance to do a war declaration that helps the player and only 25% to do one against him. So I think this chance should be constant and independent of the difficulty level because there is a reverse correlation of difficulty and amount of wars going between AI players. Unless we make it more detailed and have the chance increase for the human player and decrease for other AI based on difficulty instead of the current behavior? I would prefer the constant though, while diplomacy has some bias for the AI on high difficulty, this would be far too much...
2. It can only ever declare war. Which is not chaotic at all, crazy, aggressive, but not chaotic. I believe a chaotic wizard should also randomly offer Alliances - both to the human player and other AI at a low chance. I think it's fine if they don't do random peace offers (would make fighting them far too convenient) and they definitely should only be random when they make the offers, otherwise it's easy to abuse by repeatedly proposing a treaty until the roll makes them accept. Needless to say such alliances would be unreliable, but would still have a great impact on the game flow while they last (either by turning another AI against the player, or turning the chaotic wizard against the player's enemies.) and would add quite a bit of a depth to diplomacy - such situations with an unexpected alliance can result in the AI dragging the player into trouble either through "declare war" or "break alliance" requests.

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  Meklar Matrixlords Challenge
Posted by: Psillycyber - August 10th, 2016, 09:04 - Forum: Master of Orion - Replies (7)

Seeing as how my Darlok Hackers Challenge was such a success, I figured I would try the same challenge with the Meklar:

  • No researching anything other than computer technologies until after I have killed the Guardian and colonized Orion.

Things allowed:
  • Stealing technologies through espionage.
  • Stealing technologies through ground invasions.
  • Trading for technologies.

The settings are: medium galaxy, 5 opponents, impossible difficulty (naturally).

Here is the start of the first map that I rolled. The save is attached below.

[Image: 2300-map_zpshnkb6wzk.png]

Here's just a little hint: I can already tell that this challenge is going to be waaaaay more difficult than my run with the Darloks. If you don't plan on playing, you can have a look at the spoilers below for my run so far up to the year 2410:

So it begins, here at soon-to-be glorious Meklotron, machine-world capital of the Meklar.

[Image: 2300_zpsd7thngxw.png]

The first thing I do is queue up 3 scouts to be built on the first turn.

There was only one planet within 3 parsecs range, so I sent the colony ship there. Thankfully, it is habitable!

[Image: 2303-Arietis_zpsbplrsrxd.png]

It is just going to be these two worlds for quite a while...despite the fact that, if only we could just research range 4 tech, we could grab so many juicy jungle worlds right beyond our borders....

But sadly, we Meklar matrixlords have not figured out how to research anything other than our own cybernetic circuits. However, it is rumored that there is a planet with the ruins of an ancient superintelligence, technologically far advanced beyond us, somewhere out there in the galaxy. If only we could investigate these ruins...then perhaps we robots could...learn...to...love...things other than computer tech. bow

It is also rumored that there exist other intelligent races out there in the galaxy. Perhaps we could steal, er, I mean, perpetually borrow some of their research... please

Nevertheless, we research what we can, getting busy with research on ECM1 in 2304. Ten years later, with an initial investment of ~30 RP and a trickle of research, ECM1 is in and we start on...ECM2.

[Image: 2314-ecm1_zpslbsgmt8i.png]

Don't worry, we are definitely interested in Improved Robotics Controls III, but our planets are nowhere close to finishing our first round of factory construction, and we would not like to pay the increased factory construction cost this early. (Although now INT-766, our science advisor, that the Meklar always pay a base rate of 10 BC per factory (then modified by Improved Industrial construction tech level as usual)...so, if that is true, then that was a bit of a waste. Oh well...it will be more trade-bait later on.

As we work on factory construction and ECM2, the GNN news droid (a traitor to the machine intelligence race, by the way, but that's another story...) interrupts our peaceful buildering to give us alarming news: a race known as the Silicoids already has colonized 6 planets as of 2329!

[Image: 2329-darloks_zpsr8f8yiwz.png]

In better news, by 2331 (after an initial investment of 1 turn, then a trickle of interest-boosted research while our planets built factories, then back to factory building after getting it solidly in the percentages), ECM2 was finished, and we were on to...ECM3.

[Image: 2331-ecm2_zps5rnajk9n.png]

Yes, yes, I know this is getting repetitive, but I'm actually happy to be able to pick the ECM techs. They are the cheapest ones at each level, and they will let us leap up the tech ladder the fastest. I am holding off on going back to IRC3 just yet until I see if IRC4 is available at the next level...

[Image: 2350-ecm3_zpsj40xtfkr.png]

...and it is not. So, it's back to IRC3, which we will thankfully be able to finish very quickly now that our planets are maxed out on their first round of factories.

We do finish IRC3 by 2360 (less quickly than I was hoping, but once our scientists got to about a 25% chance of breakthrough I dialed back the research spending and put it into the reserves so that we might speed factory construction and research at the next level. It took a few more turns after that for the tech to pop). Onto ECM4!

[Image: 2360-IRR3_zps0bzspjkb.png]

In 2368, we meet those famed Silicoids and exchange galactic map information.

[Image: 2368-Silicoids_zpslfqtzqq1.png]

Yikes! scared After some spying, we also get a look at their techs the turn after:

[Image: 2369-silicoids_zpssmwfehrd.png]

We also meet a bird race known as the Alkari in 2369:

[Image: 2369-alkari_zpsilxqqs0b.png]

Three planets...much more manageable. smile

That Alkari colonization also triggered the (very early) first council vote in 2369:

[Image: 2369-council_zpsvygidj40.png]

Already we are having some close calls with the Silicoids almost having enough votes. yikes

The turn after, I got a look at the Alkari techs:

[Image: 2370-alkari_zpsxxowgrhp.png]

We naturally started trying to hack into both the Alkari and Silicoid matrix networks, aiming for propulsion tech so that we might colonize (or at least snipe right after colonization) some of the neighboring jungle worlds.

Just 4 years later we were already on schedule for another council vote.

[Image: 2374-council_zpshxfcncqz.png]

This time, the vote was more evenly-divided, and I was able to vote for the Silicoids and get some diplo cred with them (hi friendly neighborino! scared ).

That next year (2375), we finished with ECM4 to move onto...ECM5. Getting bored yet, folks?

[Image: 2375-ecm4_zpscpipfhjq.png]

But: to liven up the mood in the Meklar technology headquarters, our spies were also able to snag this from the Silicoids this turn:

[Image: 2375-spying-on-silicoids_zpsgv4fhrax.png]

Thankfully, the Silicoids did not protest. They just kept trucking right along. We heard from the GNN news droid again in 2378...

[Image: 2378-silicoids_zpsadmacl96.png]

Our spies got a very important tech from the Alkari in 2379:

[Image: 2379-spying-on-alkari_zpssqjlj8ei.png]

We met the Psilons in 2382:

[Image: 2382-psilons_zpsajrmhzur.png]

And the following year, we got a spy report:

[Image: 2383-psilons_zpsqyixulkj.png]

Sadly, I don't think we will be stealing many techs from the Psilons in this game any time soon with that computer tech of theirs.

In other news: the Alkari had the gall to snipe our neighboring jungle worlds, so transports were queued up now that we had range 5 tech, and the capture of poor, size-85 Primodius in year 2385 was a success!

[Image: 2385-alkari_zpsbs41e2ay.png]

And a few turns later our laser fleet made quick work of the Alkari reinforcements.

[Image: 2395-alkari_zpskihqxlg4.png]

Sadly, neighboring Tau Cygni, which was also briefly colonized by the Alkari, was sniped by the Silicoids before we could get to it (12 transports of ours were shot down by a Silicoid cruiser that appeared just before the arrival of our transports, and then the Silicoids sent ground troops before we could get our laser fleet up there to intervene). And I am NOT going to war with the Silicoids just yet over 1 little planet. Maybe I will wait until the Silicoids have built up some factories on there (but before they get any missile bases), and in the meantime my planets need more work before they can support another invasion.

Several years went by, and our spying against the Alkari and Silicoids was having no further luck. There were some techs floating around out there that I needed BADLY, so in 2388 I pulled the trigger on these trades, trading away our lower-level ECM junk:

[Image: 2388-psilons-tech_zpsdotrhjcz.png]

[Image: 2388-silicoids-tech_zpsgggq4gpc.png]

A few years later (2392), we were finally able to infiltrate the Alkari computer networks again:

[Image: 2392-spying-on-alkari_zpsjcej4fwf.png]

In 2396, ECM5 finished, and now I have a tech that I am actually looking forward to researching for reasons other than just speeding us up the computer tech ladder:

[Image: 2396-ecm5_zpswnwjeex0.png]

Here are the Meklar planets as of year 2400:

[Image: 2400-planets_zpsxwxy3qy1.png]

Primodius is getting its factory construction boosted by reserve spending each turn.

The map as of 2400:

[Image: 2400-map_zps1ix3fiyw.png]

The 2400 council vote was once again evenly split, allowing me to vote for the Silicoids and boost our relations with them up to calm.

In 2401, the Alkari suddenly wanted peace.

[Image: 2401-alkari_zpsoqb18mna.png]

Great! Because, just that same turn, the Psilons declared war on me.

I traded some slightly higher-level ECM junk for this stuff...

[Image: 2401-alkari-techtrade_zpsg7fgs6pd.png]

[Image: 2405-silicoid-techtrade_zpsjcij8flz.png]

...so that I can go after the neighboring Psilon worlds.

In 2409 we met the Darloks:

[Image: 2409-darloks_zps5agxyjki.png]

I brokered to them some of the same ECM junk that I had already traded to others in order to snag this insurance policy:

[Image: 2409-darloks-techtrade_zpsphg80c5e.png]

...Which is good because the Psilons started sending fleets against our machine-capital of Meklotron. Just a trickle at first:

[Image: 2410-psilonattack_zpspuuw11tk.png]

But then in slightly larger groups of 4 or 5. The class V planetary shields will make us quite impervious to such attacks.

Meanwhile, we captured the ultra-poor size-110 terran planet in the bottom-right corner from the Psilons:

[Image: 2410-psilongroundattack_zpsxkjxcszk.png]

Their incoming transport reinforcements will be easily shot down by our laser fighters.

So, here's where we are as of 2410:

[Image: 2410-planets_zpstlyymowe.png]

[Image: 2410-diplo_zpshrv11sct.png]

(The Silicoids have sublight drives and inertial stabilizer, which I'd LOOOOVE to steal. That's the only reason why I'm spying on them too while still trying to make friends with them. They don't seem to mind any of my spying so far....)

[Image: 2410-stats_zpshr7wjld5.png]

[Image: 2410-tech_zpsteuadzro.png]

My techs as of 2410:

Computers:
  • ECM1 (researched)
  • ECM2 (researched)
  • IRC3 (researched)
  • ECM3 (researched)
  • ECM4 (researched)
  • ECM5 (researched)
  • Working on IRC5 (researching)

Construction:
  • Reduced Waste 80% (traded)
  • IIR8 (traded)

Force fields:
  • Class II deflectors (traded)
  • Class V planetary (traded)

Planetology:
  • IT+10 (stolen)
  • IER (traded)

Propulsion:
  • Range 5 (stolen)
  • Nuclear Engines (traded)
  • Range 6 (traded)

Weapons:
  • Hand lasers (stolen)
  • Hyper-X rockets (traded)

The success with spying is noticeably less than with the Darloks. I'm really hoping that it gets better after I finish IRC5. My computer tech level should be about 28 after that. So far, I've gotten more techs from trading ECM junk than from spying.



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  [SPOILERS] plako
Posted by: plako - August 10th, 2016, 02:04 - Forum: Pitboss 35 - Replies (13)

Maybe some day you'll get a proper update...

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  RENASTEREA
Posted by: mackoti - August 9th, 2016, 09:44 - Forum: Pitboss 35 - Replies (119)

So here we go.I said will play no games of civ but this one not civ is something diffrent.

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  Mid and late game
Posted by: mhek - August 9th, 2016, 08:22 - Forum: Caster of Magic - Replies (17)

First of all I want to thank you, Seravy, for your great job in improving such an old and amazing game and all the effort you put in it. I really like my nostalgic childhood game even more now and I keep playing it all the time instead of more modern games that I would also like to try, haha. I might give more feedback in the appropriate sub-threads, but for the moment I just want to start a discussion about mid to late game:

The problem:
As the game progresses, you get more and more cities that you need to micro-manage. Even if you use the grand vizier, you get a pop-up for every finished building in maybe several cities – so in the beginning of your turn you need to click a lot, maybe change buildings to build and so forth. That gets kind of tedious. The situation is getting worse and worse, as you conquer new cities and build new ones on your own. Usually when I build new cities in the later game I gold rush a few buildings, which makes the situation even more precarious (because for those cities I get the “building finished” message every turn). If you don't do it, they are catching up way to slowly (if at all).

Suggestions:
1) Could you make a game setting at the start of the game (like land size, minerals etc.) that would set the minimum allowed space between two cities? By default a new settlement needs to be more than 3 tiles away from another city. If we could increase this to 4 or 5, it would mean less cities overall. That would be especially useful on bigger land masses (I usually play “fair” or “small” to decrease the overall amount of cities. With this option I would like to play bigger land masses as well).

2) Would it be possible that after a certain year, newly found cities would already contain some buildings (a least sawmill?) and/or start at a bigger size (like 3-5 instead of one)? It could be the same year as mercenaries gain magic weapons. Alternatively, there could be a certain fame threshold. This would make also sense lore-wise: if you have more fame, it attracts more people to new settlements.

3) Can you make an in-game option to disable the “new building finished” message? Than the grand vizier would make more sense, as you were not brought to the city screen several times at the start of a new round. As it is now you still need to click a lot even if using the grand vizier.

4) Could the grand vizier be further optimized? For instance, when I set a city to produce gold, he would sometime change it to a building. He should not do that, because often you don’t want to have certain buildings in a city (especially military buildings, as you don’t need them in every city). Also, can you exclude certain buildings completely, so that he would never automatically build them? If yes, we could think of which buildings that should be. Can you program him to make a certain standard order (like sawmill first, than granary… etc.), or can it just be random?

5) Unrelated to cities: I think it might not be possible, as ruins, towers etc. are generated at the beginning of the game, but could it be made that some of them re-spawn or that there are new ones spawning after some time?
As I guess the answer is no, how about, if there was a higher chance of neutral settlers as raiders? Could they form new neutral cities? I think this would make the later game also more interesting.

Thanks again for all your effort! dancing

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