All the games I've been playing seem to either very boring phase (PB18) or stalled/finished so I'd be eager to get this running.
I'm thinking to take a shot at civilization that hasn't won a single normal PBEM. Based on PBEM list I got these
* Sheaim
* Elohim
* Amurites
is this about right?
My gut feeling is that in the latest iteration Sheaim will have sufficient boosts to make it quite competitive. It will be slow to start, but has potential to be quite a powerhouse after KotE. One just needs to somehow solve how to get sufficient production base when it lands.
Elohim feels quite boring, but tolerant provides chances to make it pretty intresting assuming one is strong enough to capture cities.
I've played Amurites so that I'm not really intrested.
Might also consider some powerhouses like Kurios or CoE, but they'll probably be in last choices in my list.
I'm little short on active games and I happened to read about Succession Games where the world was dominated peacefully with culture (I think that was the Balseraphs game). I think something similar with a crazy/silly/fun tactics for the win could be a fun game to play in group. I haven't yet figured what would be a fun idea for SG (this is where you can give your suggestion), but I'm just checking if there's even any interest to play one.
Another thing I'm looking a player for is casual dueling. Maybe play with some civs/leaders that are hardly ever used, or on some wild map, etc. or whatever we feel like a fun thing to do.
Because I have it and it's so different it's fun and surely some other people have bought Civ 4 Complete at some point in time and since it's unplayed I might have a chance even though I'm bad.
I got a degree in computer science a couple years ago, but I haven't had the chance to code anything in a while. My biggest problem is that I have no ideas, and the gap between "book problem/cooked example" and "something that is actually useful" is large. Does anyone have anything they would want to see me create?
Of course, I don't want to just let people loose on suggesting unrealistic things--keep in mind I'm only one person (unless someone wants to actively work with me), and thus if you want to be more likely to see results you probably want to start small. Also, my biggest hangup with designing useful stuff is general is art--if you want it to look halfway decently I'd recommend pointing me to some decent art resources at the very least.
If anyone has any questions, feel free to let me know!
Balance Changes:
• Military State: Moves back to Military Strategy (from Warfare).
• Conquest Civic: Moves back to Warfare (from Education).
• Planar Gate: Cost reduced from 200->100h
• Pallens Engine: Cost reduced from 180->120h
• Alduria Chambers: Cost reduced from 180->120h
• Reliquary gains a priest slot.
• Wane requires level 5 (not 6)
• Queen of the Line 9->16str
• Airship divorced from Queen of the Line, Kuriotates can build both
• Abashi gains the hero promotion
• Drifa gains the hero promotion
• Eurabatres gains the hero promotion
- Reliquary cost changed from 60h->45h
• Lairs:
- Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
- Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
- Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
- Only Level 4+ units can explore Unique Features. (8/10XP minimum)
- Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
• Naval Promotions:
- Longshoreman now loses one combat (instead of one cargo)
- Buccaneers now loses one cargo (instead of one move)
- Skeleton Crew now loses one combat, gains two cargo
• Sidar Palace gives +1g to priests
• Warrens give +10% maintenance
• Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)
• Creative gains +100% speed Public Baths
• Workshops receive +1h base, lose +1h at Guilds
• Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)
• Pact of Nilhorn price reduced to 250h base (167h quick)
• Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.
• Tolerant Trait gains March (temp fix)
• Foreign Trade loses +1 trade route coastal; gains +50% trade-route yield.
• Planar Gate Units are now Sheaim Unique Units
• Monks gain Drill 1, Mobility 2, lose 2 base moves
• Monks can now upgrade to all Priests
• Favored promotion is now open to all unit classes (is not lost on upgrading)
• Fix First Turn bug
• Order units spawn with chance 100%
• Windmills now require construction (instead of engineering)
• Number of turns between revolts reduced to 8 (so two can be fit in Gold Age)
• Triremes have +50% vs. Galleys
• Elephants go to 60h (still unbuildable, but cost to upgrade to WE is reduced substantially)
• Naval units gain +50% vs. Disciple units Cultists(Mod Notes: hard-coded in.)
• Calabim can build Elder Council's if they have the Philisophical trait
• Aristocracy gives -20% distance maintenance (from -40%)
• Forts available at Masonry
• New Improvement: Bannor Town. Means that Bannor now don’t lose economically from spawning Demagogs
• Chance of Demagog spawning goes from 20%->100%; time to upgrade from Bannor Town to Town adjusted accordingly
• Loyalty Spell now removes Burning Blood promotion, and vice versa
• Added a disclaimer to the Human Hyborem/Basium options saying they don't work
• Shadowriders are now Horse Rider replacements with +1 Poison Strength, Hidden Nationality, Causes Collateral Damage (max 30%), cost 180h
• Nightwatch now have 3/2 Strength, 2 Poison Strength, require Archery (instead of Bowyers), and Guardsman/Marksman promotions (in addition to current stats
• Extort spell now requires Shadow III
Civilopedia Changes:
• Summer Palace: Pedia Background and Strategy Entries updated/filled in.
• Winter Palace: Pedia Background and Strategy Entries updated/filled in.
• Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
• Boar Rider: Pedia Background and Strategy Entries updated/filled in.
• Ljosalfar Palace: Pedia Background Entry updated/filled in.
• Added new Bannor Town pedia entries
• General Palace: Strategy entry created/filled.
• Tax Office: Pedia Background and Strategy Entries updated/filled in.
• Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
• Dwarven Slinger: Pedia Background Entry updated/filled in.
• Stonewarden: Pedia Background Entry updated/filled in.
Settings:
Game Speed: Quick.
Difficulty: Emperor/Immortal
Barbarians: Normal or Raging Barbs, depending on difficulty.
Orthus: Off.
Huts: Off
Lairs: Off
Start Era: Thaw (i.e. the first one)
Wildlands: Off
Living World: On.
Diplomacy: AI only.
All Unique Features: Off
Advanced Start- Off.
Variant Gimmick- None.
Map Requests- Neither gigantic nor tiny. Scripts that don't get much play are cool. Depending on how settings votes go, in my mind more variable stuff like lairs being present = less expectation of map balancing. Also, not mirrored.
Recruiting post:
I'm looking to start a new PBEM. FFH, EitB, BTS, Krill Mod / Other Krill Mod / I Can't Believe It's Not Krill Mod, Planetfall (lol), Dune Mod We Briefly Talked About Years Ago Without Actually Trying, whatever!
Variants are fine as well, don't really care. Doing another all-random game sounds fun. My only concern is that there be five players. No more, no less. Otherwise, whatever.
If you're interested in a PBEM of any variety, post below what you're up for. We can roll once we have five people agreed on any given type.
I'm going to be out of town from Friday to Tuesday (26th to 30th), so i'll either need a sub for that length of time, or pauses since I probably won't be able to get to a computer near as reliably. It will affect both of my games, PB26 and PBEM 69. If anyone volunteers, I can give you an update of what's going on and general goals in either game.
I am going to try and get my homework done early and backpack the Strawberry Mountain wilderness over the holiday weekend and I'd like to have a sub to play turns for me on July 2 through July 5. It's possible I may only need a sub on 7/3 and 7/4 depending on how the turn split ends up and what time we leave after work on 7/2. I'll have instructions in my thread for anybody that can do it.
Thanks in advance!
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