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[SPOILERS] DaveV is not c...
Forum: Erebus in the Balance PBEM LVIII
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[PB78] Dreylin boldly goe...
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[EitB LVIII] Und wenn sie nicht gestorben sind - Xist Fairy Tales |
Posted by: xist10 - December 30th, 2024, 14:47 - Forum: Erebus in the Balance PBEM LVIII
- Replies (11)
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Und wenn sie nicht gestorben sind, dann leben sie noch heute. - And if they didn't die, then they live still today.
The classical German end of a fairy tale. A bit longer than "And they all lived happily everafter".
I'm lacking creativity, so I'm going to reuse my theme from the last PBEM. Let's hope that this game goes longer.
Similar setting to the last game.
To the map:
Minimum distance between starts: 15 tiles
Land tiles per player: 200-300
Map-script: Map-maker choice
Continent + start distribution: All players on same land mass
Amount of ocean/water: Map-maker choice
Islands (amount and size): Map-maker choice
Lushness: Not totally barren plains or desert hell, otherwise Map-maker choice.
Blessing of Amatheon: Map-maker choice
Unique features: Yes, but balanced
Strategic resources: ensure copper, horses, iron, mithril, reagents, incence, and blasting powder in all starting areas (not necessarily in capital BFC)
Nominal map-size: standard (affects tech costs, amount of Kuriotates mega cities, etc.)
So expected empires sizes of about 20 cities at last ?
RefSteel is nice enough to make a map again, but not as modified as the last two maps.
Other settings:
Boosted thaw start - additional worker, all starting techs and an additional tech (based on starting techs of the civ).
Random block for leader + civ selection (3 combis, unrestricted leaders is off) (3 rounds, change all or nothing)
Game settings
AI diplo
Quick speed
Emperor difficulty
No tech trading
No vassal states
No espionage
No Acheron
No Orthus
Wildlands
Living world
Tribal huts: no
Lairs, barrows, graveyards, etc: yes
Mana nodes: two guaranteed sources in starting area
Normal settler at start (no bonus vision or movement)
Samhain banned (if Illians in game)
Relative classical MP settings, I think. With 2 Mana nodes you are relative independent of Palace mana - and you can start thinking about one of the mana wonders.
Players:
BING_XI_LAO
xist10
Aurorarcher
coldrain
Brian Shanahan
DaveV
Still six, but 2 changes.
Ginger disappeared during this year - and never played on turn in the last game. Mjmd was nice enough to play.
And mackoti would be a bit difficult after the end of the last game.
Instead we got DaveV - my dedlruker last game - and Brian Shanahan, so I think even better players.
Like the last game, I will have my min report in german on civforum.de and mirror this report here.
I still need to create my thread there, but I will link it, when I did it. - At last when I got my first leaders.
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civ 6 "little league" game? |
Posted by: greenline - December 26th, 2024, 19:45 - Forum: Civilization General Discussion
- Replies (38)
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After a couple rounds of Civ 6 MP, I am feeling more interested in playing a game that doesn't feature the very high power level of the Leader Pass DLC civs (definitely no salt here, no sir). Would anyone else be interested in a game where only the "bad" civs are allowed to be taken for a spin? With some work beforehand to define what the bad civs are.
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Classic Era start religion proposal |
Posted by: Commodore - December 19th, 2024, 17:12 - Forum: Civilization General Discussion
- Replies (21)
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So I've loved the current two Pitbosses I'm in with Classic Era starts, but the current fix for the uneven distribution of the three ancient-era religions in games with more than three players means that Classic Era starts are unplayable for games with >7 players, and it feels odd not to have religions in the early medieval techs.
Pindicator and I were chatting about this, and we realized another solution for Classic Era starts would be to instead move Hinduism/Buddhism/Judaism up, rather than have the later religions down. Although any number of techs would work (including up to Future Tech if you just wanted to lower the number available in-game), looking at recent games the three Classic techs least researched are:
-Drama
-Alphabet
-Compass
All of which would make some sense as religious techs in a Classic Era mod.
Anyone else have thoughts?
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[NO PLAYERS] (LV+)IIIrd Time Lucky - Map-Making and Lurker Thread |
Posted by: RefSteel - December 17th, 2024, 15:17 - Forum: Erebus in the Balance PBEM LVIII
- Replies (29)
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I'm posting this as early as I can in the hope that there'll be time for other lurkers to comment at their liesure. First, a shot of what the map won't look like:
[EDIT: Added spoiler tags so it'll be easy to scroll past it and the relevant-to-this-game info isn't visible in a way that a misclick-and-glance will reveal it anyway.]
That was LVII, and I'm still kind of sad we didn't get to see it play out, although early map trading did already render some of the fun of exploration moot. I'm including it here partly because I want to create a map with a different feel and shape, but with some of the same advantages that one had. We'll see how it goes! Actual stuff for this game next!
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Can the wizard retirement algorithm be made more aggressive? |
Posted by: Anskiy - December 16th, 2024, 09:02 - Forum: Caster of Magic for Windows (CoM II)
- Replies (1)
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I've found through testing that despite some improvements, the wizard retirement algorithm is still very sluggish at retiring wizards. Too often, any game that manages to continue till the late game still has a bunch of weak or mediocre wizards floating around, weakening the overall opposition and making for rather anticlimactic showdowns. I tried to adjust the algorithm to be more aggressive, but it's pretty clear that with the current options available, that simply isn't possible. Can it be tweaked to cull wizards more aggressively? Perhaps also be made more adjustable?
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