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  [SPOILER] Caledorn plays Ethiopia
Posted by: Caledorn - November 16th, 2014, 17:17 - Forum: Civilization V PBEM 4 BNW - Replies (2)

Hey guys. I haven't even made my own thread yet, as I am already struggling to find enough time to report in PB23, so for now this will just be a placeholder I'm afraid.

I'll start reports as soon as I have more time to spare for it. smile

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  New Summoner's Rift
Posted by: v8mark - November 13th, 2014, 12:09 - Forum: League of Legends - Replies (4)

So the new Summoner's Rift is out on Team Builder. Anyone around these parts want to try it out?

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  [spoiler]Mountainclimbing Elephants: Rowain plays Carthage Old and New
Posted by: Rowain - November 10th, 2014, 04:31 - Forum: Civilization V PBEM 4 BNW - Replies (95)

Lets see how well they do smile

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  Super Massive Enhanced Gameplay Mod
Posted by: Krill - November 5th, 2014, 14:45 - Forum: Rebalance the Realms Mod - Replies (157)

So I've been thinking over the past few months...RtR mod is essentially on cooldown. It is in a position where it's a pretty good candidate as a balance mod for any type of game played on RB, from a 4 player PBEM to that frankly manic behemoth that is the 33 player PB18. It doesn't need more testing, it's stable enough as is.

But there are still some issues. Civs need rebalancing. Civics aren't perfect. Map size affecting tech rate and late game tech cost changes need synchronizing. Espionage. Corps. There is a surprisingly long list of things that could be re-implemented from base BtS, but there isn't anyway to realistically test changes. Yet.

So what I'm trying to design at present is a test mod, based off RtR 2.0.7.2. The idea of "minimalist changes" can fuck off. Everything is fair game, but it's still civ, not smac, and certainly not AoE.

So, without further ado, this is a potential change log for the 1.0.0.1 version of the mod. Nothing in this is coded except a bit of XML which is like 30 minutes work at most. Please suggest any changes that you think are worthwhile, and problems that you see. Just if you have ideas for espionage, rebuild the entire system instead of tinkering.

(The change log is fugly, I'm sorry but I've had the sort of week the ends in mass murder, and I'm not changing it right now)

RtR mod 2.0.7.2 change lod


Quote:Additional Gameplay Design mod 1.0.0.1

These are changes relative to the RtR 2.0.7.1 change log.

Japan: Samurai: As per 2.0.7.1

Rome: Forum: +50% GPP

America: Fine as 2.0.7.1

Greek: Phalanx: +50% against Mounted units

Vikings: Trading Post: +25% production of boats

Spain: Citidal: Available at Machinery. Conquestador: lower cost to 90, +25% against Archery units

Egypt: War Chariot: -25% against archery units

France: As per 2.0.7.1

Arabia: As per 2.0.7.1

Byz: Hippodrome: +2 Artist slots

Persia: Apothecary: +2 merchant slots (4 total), +2 health

Zulu: Impi: -40% against archers

Ethiopia: Stele: +2 merchant slot

Germany: Assembly Plant: Forge replacement, +35% production

Khmer: Baray: 80 Hammers


NO MYST Start Tech setup: - done

Fish/Wheel - Japan/ROME/Spain/INDIA

Fish/Agri - America/Dutch/Byzantine

Fish/Hunting - Greek/Vikings/CELTS

Fish/Myst -

Fish/Mining - Carthage/England/Portugal

Wheel/Agri - Egypt/France/Sumeria/Babylon

Wheel/Hunting - Mongolia/NA/OTTOMAN/AZTECS

Wheel/Myst -

Wheel/Mining - Mali/INCA/MAYA

Agri/Hunting - Persia/Zulu/ARABIA

Agri/Myst -

Agri/Mining - China/KOREA/Ethiopia

Hunting/Myst -

Hunting/Mining - Germany/Khmer/Russia/HRE

Myst/Mining -


Buildings

University: Lower cost to 150H

OU: Increase cost to 600H

Colloseum: 25% unit production

HE: 75% unit production, requires 1 Colluseum, lower cost to 150H - done

Moai: Requires Sailing. Water Tiles: +1 food. Cost 250 hammers. +50% production with Stone.

New Building: Quay. Requires Currency, Lighthouse. Costs 80 Hammers. +1c from water tiles. Mutually exclusive with Harbour, Shipyard. +100% production with Financial.

New Building: Breakwater. Requires Replaceable Parts, Quay. Cost 120 hammers. Water Tiles: +1 hammers, +1 commerce.

Levee: Unique Building for Dutch, replaces Breakwater. Requires Replaceable Parts, Quay. Cost 120 hammers. Water Tiles: +2 hammers, +1 commerce.

New Building: Shipyard: Requires Compass, Lighthouse. Cost 80 Hammers. +25% production of naval units. +2 hammer from lighthouse. +3XP for navel units.

Drydock: Requires Steel, Shipyard. Cost 120 hammers. +50% production of naval units. +4XP for naval units. +100% production with Aggressive.

Harbour: Requires Compass, Lighthouse. Cost 80 hammers. +1 trade route, +50% trade route yield. +1 health from crab, clam, fish. Cost 80 hammers. +100% production with Expansive.

Customs House: Requires Harbour, Economics. Cost 120 Hammers, +100% trade route yield. +100% production by Imperialistic.



Traits: PHI: +67% GPP - done, every naturally produced GP produces 1 settled great person in the city that produced the GP, +100% production of university

FIN: +1 commerce on tiles that produce 3 commerce. +100% production of Bank, Wharf.

PRO: Free D1 on Archery/GP units - done


Tech Costs:

All starting tech costs reduced to 40 base beakers, except Myst which is 50 base beakers. - done

Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Tech costs increase by 10% up to a maximum of 40% in steps of 10% in the Renaissance era.

Writing: +1 trade route

Currency: no longer gives a trade route.

Machinery: Base Cost lowered from 700 to 600.

Feudalism: Base Cost lowered from 700 to 600.

Banking: Base Cost lowered from 700 to 600.


Workboat: Make the work boat a foodhammer unit, cost 20, requires no tech. It does NOT suicide on improving seafood. Can carry Scout, Explorer, Missionary, Spy, Great People and Settler.

Nets take 4 turns to improve.

New Building: Pier: Cost 20 hammers. +2 food to all resources on water domain tiles. Required to build Lighthouse. Requires Fishing.

Lighthouse: Cost reduced to 40 hammers. Requires Sailing. ORG: +300% production of Lighthouse. +1 food to non-resource water tiles.

Resources:
Fish: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Crab: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Clam: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)

All freshwater resources changed to not benefit from freshwater (ie all seafood counts as salt water). So freshwater lakes are still 3/0/2 with a lighthouse, but freshwater fish, improved with net and pier is 5/1/2, and 5/1/2 with a lighthouse.#


Civics:

Government Civics: Police State: Available at Military Science. +20% military unit production. +10% military unit production from Barracks, Court House, Police Station. -50% War Weariness. Medium Cost.

Legal Civics: Vassalage: +X free units (twice base BtS), +1hpt, +1bpt, +1XP from granary, library, barracks, forge, lighthouse. Low upkeep.

Bureaucracy: Available at Civil Service: +25% Commerce and Hammers in cities with Palace, Forbidden Palace, and Versailles.

Labor Civics: Serfdom: Available at Machinery. +50% worker improvement speed. +1 hammer for Watermills and Windmills. +1 commerce from Lumber Mill, Watermill, Windmill. Low Cost.

Emancipation: Available at Democracy. +1 hammer from farms. +2 commerce from mines. +1 commerce from cottages, hamlets and villages. Medium Cost.

Economic Civics: Mercantilism: Available at Nationalim. +2 free Specialists per city. No effect on trade routes. Medium Cost.

Free Market: Available at Economics. +1 trade route in All Cities. +25% trade route yield. Medium Cost.

State Property: Available at Communism. +1 food from Workshop, Watermill. +10% hammers in All Cities. High Cost.

Free Speech: Available at Liberalism. +3 commerce From Towns. +100% culture in All Cities. +100% Cottage, Hamlet, Village growth. Low Cost.



Misc: Capital city tile: Minimum yield 2 food/2 hammers/1 commerce.

Great Artist: Settled Great Artist provides +2 bpt, +2 gpt, +6 culture per turn.

Lumber Mills: Available at Machinery.



Religion

Founders of religions from Theology and Code of Laws gain +2 missionaries.

Founders of religions from Divine Right, Philosophy gain +4 missionaries

Spreading second religion to a city has 100% success rate.

National limit on missionaries scales on map size. 3 on Duel Tiny, Small and Standard 4 on Large, 5 on Huge.

Shrines: Maximum output 60gpt.

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  Gandhi, an explanation
Posted by: Grimace - November 4th, 2014, 00:21 - Forum: Civilization General Discussion - Replies (4)

Found this and thought it was hilarious. You're welcome.

Gandhi, an explanation

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  [SPOILERS] Charlemagne of the Holy England. yuris125, PBEM63
Posted by: yuris125 - November 3rd, 2014, 19:21 - Forum: PBEM 63 - Replies (6)

I think I will stick my favourite Magic card in every thread of mine. Because dragon

[Image: Image.ashx?multiverseid=253700&type=card]

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  [Spoilers] Easy Meat - Dreylin swims with sharks and tries not to drown
Posted by: Dreylin - November 3rd, 2014, 13:49 - Forum: PBEM 63 - Replies (51)

Yeah so...

In keeping with the title, and with apologies to any vegetarians out there, I'm thinking of going with a meat theme for my naming convention. Having lived in Brasil for 3 years and visited many churrasco steakhouses, I could probably get away with using the Portuguese cuts, however since Ichabod is actually Brasilian I think I'd better stick with an English (or maybe American) set.

And I'll lobby the mapmaker for a Cows start ... or I'll have to look for something different rolf

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  Mackoti wants to teach a lesson to SS.URA
Posted by: mackoti - November 3rd, 2014, 11:40 - Forum: PBEM 63 - Replies (27)

so here i want my screenshot.

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  [SPOILERS] SevenSpirits and The Black Sword - Baguettes and Circuses
Posted by: SevenSpirits - November 3rd, 2014, 00:22 - Forum: PBEM 63 - Replies (176)

Tracker: rbpbem63@gmail.com
Page: ...

The game (summary):
ToW mod 1.3
Quick Speed
Monarch/Standard
Always war
Barbs ON
Tech Cost Scaling ON
36x36 map
Toroidal wrap


The players:
Dreylin: Catherine (CRE/IMP) of Greece (FISH/HUNT)
Mackoti: Huayna (FIN/IND) of Vikings (FISH/HUNT)
SS/TBS: Boudica (AGR/CHA) of France (AGRI/WHEE)
Yuris125: Charlemagne (IMP/PRO) of England (FISH/MINE
Ichabod: Pacal (EXP/FIN) of Inca (AGRI/MYST)

Our password:
hax

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  RtR mod 2.0.7.3: Tentative change log
Posted by: Krill - November 2nd, 2014, 12:51 - Forum: Rebalance the Realms Mod - Replies (34)

This is a tentative change log for a few changes to put in place, whilst waiting for further test games to go ahead (more on those later). The intentions are to shore up one or two areas. Opinions on the alterations are welcome


RtR mod 2.0.7.3 change log

Civics: Mercantilism: Available at Nationalism. +2 free specialists per city. Foreign trade route limit removed. Medium Upkeep.

Police State: Available at Military Science. +25% production of Military Units. -50% War Weariness. Medium Upkeep.


Miscellaneous: Capital city tile: Minimum yield 2 food/2 hammers/1 commerce.

Lumber Mills: Available at Machinery.

Civs: Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.

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