Hello and welcome to my thread!
I wish everyone will have good luck and enjoy the game!
Thanks for watching and commenting!
List of the players TBS+GJ -------> Ghengis Khan (Agg/Imp) of Zulu OT4E -----------> Sitting Bull (Phi/Pro) of Inca Old Harry -----> Suryavarman (Exp/Cre) of Sumeria Commodore -> Catherine (Imp/Cre) of Portugal Mackoti -------> Willem (Fin/Cre) of Vikings 2metraninja -> Boadicca (Agg/Chm) of India REM -----------> Peter (Phi/Exp) of Holy Rome
Main events:
T39 - Buddhism by REM
T48 - Hinduism by OT4E
T50 - Stonehenge by Pindicator
T55 - The Great Lighthouse by Mackoti
T56 - Oracle by OT4E
T64 - Judaism by Mackoti
T65 - Colossus by Commodore
T81 - Pyramids by 2metraninja (razed by pindicator)
T91 - Mausoleum of Mausoluss by Old Harry
T96 - Circumnavigation by Commodore
T98 - The Kashi Vishwanath by OT4E
T105 - Hanging Gardens by REM
T108 - Confucianism by Commodore
T113 - Great Wall by OT4E (captured by Old Harry on T126)
*T114 - Bureaucracy by Mackoti
T117 - Great library by 2metraninja (razed by pindicator)
T118 - Temple of Artemis by OT4E (captured by Old Harry T124)
T132 - Christianity by TBS
T137 - Apostolic Palace by TBS
Codenames is a team-based party game based on cluegiving with limited communication between a team's spymaster and his fellow agents.
Players will be divided into Red Team and Blue Team. At the start of each round, each team will select a team leader, or spymaster. The two spymasters will be told secret information about a grid of words, which they will need to convey using limited clues to their teammates. The team leaders will take turns giving clues and taking guesses from their teammates. Once all of one team's words have been guessed, that team wins the round. The spymaster changes from round to round. The first team to win two rounds wins!
Setup:
A 5x5 grid of 25 words (codenames) will be generated by the Moderator and given to the players, as seen below.
WIND
FAITH
HOSPITAL
JOY
TEAR
GUN
GLOVE
TRAFFIC
SUIT
DRESS
EAR
STOOL
BEARD
LEG
VACUUM
AMERICA
HORSE
TEAM
TATTOO
EXCUSE
NIGHT
CLIFF
LACE
COUCH
MILLIONAIRE
Each word will have a color assigned to it in secret that only the Moderator and the Team leaders will be able to see. I will randomly assign colors to the 25 word as follows: 8-9 Blue, 8-9 Red, 7 Grey, 1 Black (team that goes first has one extra word to guess). I will PM both spymasters the assignment of each word to its color, so that they know which word belong to their teams, but the other team members do not (All the other players know are the 25 words in the grid).
Here is an example of the above grid with colors assigned and Red as the starting team, that would be sent to the team spymasters:
WIND
FAITH
HOSPITAL
JOY
TEAR
GUN
GLOVE
TRAFFIC
SUIT
DRESS
EAR
STOOL
BEARD
LEG
VACUUM
AMERICA
HORSE
TEAM
TATTOO
EXCUSE
NIGHT
CLIFF
LACE
COUCH
MILLIONAIRE
Gameplay:
Each team's turn is broken up into two steps: giving a clue, and pointing at words.
Giving a Clue: The spymaster will post a clue to get teammates to guess a word or words of their color. He does so by giving both a one-word clue that is related to one or more of the words in the grid, and a number which tells his teammates how many words are related to that clue. For instance, he might say "Delay 3." That means that there are three words that are related to the word "Delay". He can say ONLY those two things: one word and one number. They must bold this to make it clear that is their official clue. After that, they are done posting for that turn.
The spymaster may give a clue as above, but offer no further commentary while a round is ongoing. If you are a spymaster, take care to review the typical-ish rules for giving clues in word guessing games listed below.
0. No using Google or Wikipedia, etc, for making or guessing clues. You would get chided at a table for pulling out your phone to look up a word during a game, so don't do it online either.
1. Your clue must be about the meaning of the words.
(e.g. You can't use your clue to talk about the letters in a word or its position on the table. GLAND is NOT a valid clue for ENGLAND. You can't tie BED, BUG, and BOW together with a clue of "B 3".)
2. Letters and numbers are valid clues as long as they refer to meanings.
(e.g. EIGHT 2 is a valid clue for SPIDER and FIGURE.)
3. The number you say after your clue can't be used as a clue.
(e.g. CITRUS 8 is not a valid clue for LEMON and OCTOPUS.)
4. You must play in English. A foreign word is allowed only if it can be reasonably used in an English sentence.
5. You can't use any form of a word that has not yet been identified on the grid.
(e.g. Until BREAK has been guessed, you cannot say BREAK, BROKEN, BREAKDOWN, etc.)
6. You cannot say part of a compound word that has not yet been identified.
(e.g. If HORSESHOE is in play, you cannot say HORSE, SHOE, UNHORSED, SNOWSHOE, etc.)
7. Rhymes are only valid when they refer to the meaning of the word.
(SNAIL is a valid clue for MAIL, but it is not a valid clue for SCALE.)
8. Proper names are allowed, if they follow the One Word rule.
(EINSTEIN is a valid clue, but ALBERT EINSTEIN is not).
9. Acronyms are not allowed, unless an acronym is primarily used as a regular word.
(RADAR is a valid clue, but CIA or USSR is not).
Pointing at Words: Now the rest of team must select words to guess at, one at a time. Players must bold this pointing action to make it official (eg, "Point to America"). They can guess up to a max of one more word than the number stated by the spymaster (To try to catch up from missing past clues, see below).
Once they point to a word, the moderator or one of the spymasters reveals the color of that word. If the word is the color of the guessing team, the team may continue guessing words (up to the number given in the clue + 1). If the color of the word is either Grey, or the other team's color, the turn immediately ends and the other team takes a turn (Though players can try to guess any words they had missed on a later turn).
If the color is Black (Assassin) then the round immediately ends and the other team wins the round.
The team must make at least one guess; after this, the team may stop at any time by posting the word "Pass" in bold in the thread.
Any player on a team can make a guess, unless the team decides at any point to use a different system (one official guesser, vote for guess, etc).
Win Condition: The first team to have all 8 or 9 of their words revealed (by either team) wins the round. If this is that team's first winning round, the starting team switches and another round is played. If this is that team's second winning round, that team wins the game.
Advanced Rules: The spymaster may give 0 or "Unlimited" as the number for a clue. 0 indicates a negative relationship, that the team should avoid words related to that clue. In either case, the team may guess as many words as they want until a guess is incorrect.
Reference stuff at (t120) [128] 141
Mackoti
Willem of Viking (FIN/CRE)
Judaism, Gt LH, 5 land tiles, SoZ
(14) [14] 14 cities
TECHS:
Probably: Music,
Definitely: Calendar, Monarchy, CS, Philosophy, Nationalism, CoL, Aesthetics, Literature, Compass eot134, Machinery eot135, Theology eot 136, Optics eot141, Paper eot142, Education eot145
Check: Construction
Harry
Sury of Sumer (CRE/EXP)
MoM, Landlocked cap, TGWall, ToArtemis
(14) [16] 19 cities
Commodore/dtay
Cathy of Portugal (CRE/IMP)
Colossus, 5 land tiles
(14) [14] 14 cities
TBS
Ginghis of Zulu (AGG/IMP)
Landlocked capital
(17) [18] 18 cities
REM
Peter of Holy Rome (PHI/EXP)
Buddhist Shrine, Hanging Gardens, 5 land
(14) [15] 16 cities
Pindicator
Charlie of America (PRO/IMP)
Stonehenge, Landlocked cap, War with 2metraninja
(14) [14] 15 cities
OT4E
Sitting Bull of Inca (PRO/PHI)
Hindu shrine, Oracled Monarchy, 8 land tiles in start square, TGWall, ToArtemis
(11) [10] 10 cities
TECHS:
Definitely: Construction, HBR, Metal Casting, CoL eot144, CS eot149
2Metra
Boudica of India (AGG/CHA) Mids, TGLibrary, Landlocked cap, War with Pindicator
(?) [?] 11 cities
I set up a game for myself this morning Huge Inland See game, Kurios into Mercurians. Right on turn 190 the mouse stops working (in the game, not in toto), I can't pan the screen, zoom in or out with the mouse wheel, select units, bring up diplomacy screens or the advisor screens (the advisors work under the F buttons, alright). I haven't a bloody clue what is going on here, can anybody help?
Have tried exiting the game and starting the save, and tried playing from an earlier auto save, neither work.
Krill's had some IRL stresses for the last few weeks, and while it seems like he's enjoying this game very much, he's been essentially playing his turns instead of sleeping - which is not a good thing for someone in the health care profession. It turns out he only desires to kill his rival players in Civ4 games, not his patients! Who knew!
Annnnyways, *tugs collar*, he's looking for someone with time to take over his civ. Your situation:
PB27 Spoiler! Don't read if you're a current PB27 player!
You'll be in a very interesting position in one of the funnest (to lurk, at least! ) and craziest games we've ever had on this site. Krill was not only able to REX very well, but also swallow one of his neighbors whole very early. As such, you have an extraordinary population, land, and CY lead over all known civs. In addition, you have multiple expansion vectors available to you, and also have two powerful late-game RtR traits, Agg and Spi. Agg is even better than you might think because settled Great Generals give +3XP in this version of RtR, due to a bug, in addition to its usual reduced maintenance and half-priced drydocks. Spi seems to get better with each new version of RtR, as just about every single civic is good now. Which one will you choose to use? You're Spi, so how about all of them!
However, you do have some near-term problems as well. Your economy isn't in the greatest shape (although it's not terrible) and you are in a tense war with another powerful top-5-scoreboard civ, run by Gavagai and Bacchus, over the remnants of your formerly-shared neighbor Tsargon. In addition, half of the top 10 civs in the game are unmet and on another continent, including 2 of the top 3 - one civ run by Taotao and Mackoti, the other run by NobleHelium and Serdoa. You'll need to balance local gains in addition to competing globally if you want to win.
Krill has recently written up a detailed overview of nearly all of his cities in his spoiler thread, as well as streaming his latest turn on twitch.
Someone who is unspoiled is preferred, of course, but someone who is spoiled may be OK, depending on your spoilerage. I will try to be subbing turns in the meantime, just to keep the game running.
The Setting: Arid, Standard, Inland Sea, low sea, 8 rivals
Started out as a Real Time MP game between Malakim and Illians (base FFH2)
Now I am playing as the Illians against the Malakim (now AI controlled). I loaded from the votescreen so that the Illians had no turns as an AI.
As you can see, once the AI took over, they used their *rediculous* bonuses, or their dumb AI or whatever, to just CHURN out the units. Votescreen was just a few turns after Hyborem was killed. As you can see ... the AI power score skyrocketed once it took over.
Luckily for me, said AI is also now at war with Half the World. They declared on the Balseraphs and the Bannor (largely my state policy while I was malakim), but then Charadon of the Doviello declared against them as well. This too was not unexpected. What was surprising however was when the Sheaim declared on them. Being my most potentially dangerous neighbor, I hope that their main Rosier + Pyre Zombie + DeathII mage stack goes far, far away.
Being neighbored by both the Sheaim and Doviello, aggressors in the war against the Malakim, I was at first intending on sending my entire military directly against the Malakim.
However, I think it might be more prudent to declare on the neighbors while they are otherwise occupied. Partly this strategy was inspired because the Balseraphs refused to make peace. You see, earlier I had agreed to join in 'war' against the Balseraphs to make the Malakim AI happy ... partly b/c I didn't think the Balseraphs could reach me and I certainly couldn't reach them, across the Sheaim lands.
After gifting Cows to Tebryn, I was allowed into Sheaim borders, and began to sanctify their hellish lands, for my eventual conquest. This did leave their floodplains destroyed, and left to nothing but barren desert, but I can easily convert that to ice and snow with my Wintry wonderland powers.
When I first took over, I was making about 200+ science at maximum capacity. Interestingly enough, the simple acts of researching Trade (+1 routes) and Currency (+1 routes) more than *doubled* my scientific output, to around 400 or so. Granted, I was also using Spring + Irrigation to bring farms to his western cities, which allowed them to triple in size, from size 3s n 4s to size 10s n 12s.
I'm currently in Aristofarm + Nationhood/Apprenticeship, but I'm considering a switch over to Currency + Military State for the extra economy bonuses.
I let Crown of Ashkarein to finish, which was started by my predecessor, and used a hunter to move it to Garduk the capital. This little addition helped us by another 100+ science. Now that my economy is equal to my Malakim predecessor, I'm ready for my first moves for new expansion.
As you can see, a combined effort of My Life 1 adepts and Sheaim's Water 1 Adepts have slowly removed all hell-desert from their lands ... the perfect preparation for my eventual invasion.
Online Users
There are currently 121 online users. »4 Member(s) | 117 Guest(s) pindicator, yuris125