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Implementing Improved Robotic Controls |
Posted by: Ianus - January 31st, 2014, 00:59 - Forum: Master of Orion
- Replies (21)
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I was playing a game last night when, in the middle of a serious border clash with a neighbor my research on Improved Robotic Controls 3 came through. I found myself staring at the prompt asking how much of my planetary spending I wanted to allocate to upgrading my factories and I realized that I had no clue how to proceed. I was building ships and still trying to stand up some of my newer colonies while my starting core had been at maxed factories. I realized that with other techs requiring implementation costs (like Improved Terriforming or Soil Enrichment) the game explicitly states how much it will cost so I can decide how to allocate for that cost. However with IRC the game is much more vague. I looked in the OSG and saw the table of cost per factory per level of IIT but it didn't talk about Refit costs. So the reason I am writing is to ask for opinions on how to go about implementing IRC techs in the most efficient way. Usually when it isn't such an issue I just hit 25% or whatever and don't give it a second thought and my colonies just do what they do, but this time I got to thinking about the most efficient way to implement IRCs. For example in order to implement IT10 the cost is 50 BC but I have not seen a similar cost breakdown for IRC3 for example. I suppose that this is because the cost is per factory, but how much is the Refit cost that must be paid before I can build more factories? In a case where some worlds are maxed and otherwise occupied I can hold off building factories until I have some extra production spending, but if I wanted to divert spending from ship building for a bit how much of a speed bump am I looking at? Is there an optimal amount (or percentage) to allocate into upgrading/building factories to get the most bang for my buck? Any comments are welcome!
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The Second Korean War: THH duels Ruff_Hi |
Posted by: TheHumanHydra - January 27th, 2014, 12:41 - Forum: PBEM Duel Games
- Replies (33)
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My thread for my duel with Q was met with positively, so I thought I'd make another one for my new duel with Ruff_Hi. The settings are the same as before:
(November 24th, 2013, 17:47)TheHumanHydra Wrote: ... no barbs, no huts, no corps, elephants, planes, or spies; GSpies stay in borders; Quick, Ancient, Noble, Mirrorland ...
With again no random improvements I believe. I noticed the game wasn't set to Always War, so I've asked Ruff_Hi if he wants to change that, which would necessitate a reroll. If not, here is the start (mirrored, of course):
[Edit: Redacted due to obsolescence]
In this one we are both playing as the same randomly-selected leader/civ pairing, which happened to be Montezuma (Agg/Spi) of Korea (Mysticism/Mining; Hwacha, Seowon). Since this makes his capital (unless he renames it) Seoul and mine P'yongyang (and we're both Aggressive), clearly we are about to fight the second Korean War.
Obviously this is a slow start since they're all Animal Husbandry resources and we lack either prerequisite, but that doesn't matter since it's fully mirrored. I moved the warrior next to the lake on the off-chance that would suggest a move, since that seemed to be the most promising direction if a move were to be made, but didn't see anything so settled in place:
[Edit: Redacted due to obsolescence]
Ruff also settled, probably in place though you never know.
Wish me luck!
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One Night Werewolf Minigame Game thread |
Posted by: BRickAstley - January 25th, 2014, 16:17 - Forum: Werewolf Archives
- Replies (192)
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Code: One Night Werewolf - Need only few ppl, 10min, But it's Werewolf GAME
One night, the small village was exposed to the threat of a Werewolf. The werewolf has attacked every night, and there are only a few people left. Find the werewolf from the village people, and restore peace.
"One Night Werewolf" is easy party game. Players are divided into man and wolf team, and fight using guess, lie, and persuasion each other.
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Intro:
One Night Werewolf is an simple Werewolf variant that only has one night and one day. Players will be given one of the roles in the game (there are always three extra roles included but not assigned in a game called the Reserve, so players are left guessing) and asked to perform a night action, if applicable. The order of the night actions will be described below. These night actions include things like looking at other players' roles, swapping other players' roles, and stealing other players' roles. See the rolelist below for specific things that will happen in the night. After the initial night phase is finished, the players will then have 48 hours to discuss what happened during the night. Then a vote will occur in secret (players will Private Message the GM their votes) of who they wish to kill (you may not vote for yourself) and the GM will calculate up the votes. Whoever gets the most votes is lynched (all tied players will be lynched).
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Possible Roles
Village Team:
Seer - The Seer may look either at one other player’s card or at two roles from the Reserve (you must specific which two cards you want to look at: Left, Center, or Right).
Masons - When using the Masons always put both Masons in the game. The Mason wakes up at night and looks for the other Mason. If the Mason doesn’t see another Mason, it means the other Mason card is in the center.
Robber - The Robber may choose to rob a player, and switch roles with that player. The Robber sees his new role, and is on the team of the role he takes. The Robber can choose to not rob.
Troublemaker - The Troublemaker may choose to switch the roles of two other players without seeing the roles.
Drunk - The Drunk must swap out their Drunk role with one of the three Reserve cards (Left, Center or Right). They do not get to look at this new role.
Hunter - If the Hunter dies, whoever the Hunter voted for also dies.
Villager - The Villager has no special abilities. They win with the Villager team.
Werewolf Team:
Werewolf - The Werewolves know each others' identity, or if they are a Lone Wolf. If they are a Lone Wolf, they are allowed to look at one of the Reserve cards (Left, Center, or Right).
Minion - The Minion knows who the Werewolves are. The Minion wins if the Werewolves win. If the Minion dies and no Werewolves die, the Werewolves (and the Minion) win. If no players are Werewolves, the Minion wins as long as one other player (not the Minion) dies.
Tanner Team:
Tanner - The Tanner hates their job so much that they want to die. If the Tanner dies, all other players lose and the Tanner wins. This is the only way the Tanner may win.
There will be three more roles than there are number of players. The roles that do not get passed out will be put in what is called Reserve. For example, if there are 7 players, we will have 10 roles in the game, with 3 in the reserve.
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Win Conditions
- the Villager Team wants to ensure at least one Werewolf is lynched
- the Werewolf Team wants to ensure no Werewolves are lynched
- the Tanner wants to ensure that the Tanner is lynched (which causes all others to lose)
But what if... :
- if both Werewolf cards are in the Reserve, the Villagers must instead lynch the Minion
- if all of the Evil team's cards are in the Reserve, the Villagers must ensure that no player receives more than one vote each (signifying that they are voting for no kill; you may ignore the Tanner's vote for this)
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Order of Night Actions
The Order of Night Actions:
#1: Werewolves
#2: Minion
#3: Masons
#4: Seer
#5: Robber
#6: Troublemaker
#7: Drunk
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The game can play anywhere from 3-10 players. I have a list of setups for a new game depending on number of people that sign up.
It'd probably be better to limit a first time/trial game for just people not playing in the current main WW game right now, just to not spread people out too much and let people not playing get a chance to try something if they wanna. The game will be really short anyhow.
1. Bacchus
2. Brickastley
3. Cyneheard
4. Pindicator
5. Gore ripper
6. Lewwyn
7. Meiz
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