As many of you have noticed, we're about to be attacked by 3 nations from turn 170 onwards.
The stakes:
For too long, Team RB has been top dog, and in response to that a dogpile by our neighbours has been brewing. The in wake of the too-fast collapse of the German/Incan team, the situation is desperate, they must do something to drag Team RB back into the pack or else the game is forfeit.
The Good Guy:
We have: a ton of land, a laggard tech rate that will improve as we start working German cottages.
Our strengths: we are close to rifles. Time is on our side, we just to hold them off until we get to rifling and make ourselves nigh invulnerable, and once that occurs time is completely on our side to develop our German holdings.
Our weaknesses: a knack for overconfidence. Do not expect something like the PB2 dogpile, we should always assume the worse and that
The Bad Guys:
In the Northwest, we have Team Apolyton:
What they have:
18 cities, Rifling, Nationhood.
Threat level: High. They have the potential of throwing together an immense army of rifles within a very short period of time using drafts, that we will have a difficult time of dislodging. The are taking The Gauntlet, and are then capable of threatening several fairly new cities with underdeveloped population and cultural infrastructure. They also have access to Knights, but I expect the bulk of their hammer production will go into Catapults.
Their expected goal: take Old Germania for themselves, PB9 style. Make the massive war undertaking that we went into not worth it, and force us into so many whips and drafts that our tech rate suffers and never makes it to or past rifles.
How to deal with them: Expect that Gauntlet will fall, and once they land on flatland, we ruin their stack with Barrage I Catapults and kill the remainder with drafted macemen and muskets. Force them to suffer draft anger and SoZ war weariness until they capitulate to a favourable peace deal. Afterwards, I dunno how good they are at military management.
In the Southwest, we have Team Civplayers:
Threat level: Medium. They have (or will have) similar tech to us. If anything, they'll be behind thanks to the gold gifts to Apolyton. They have a decent amount of production going thanks to continuous Sacrificial Alter whips.
Their expected goal: Brick-by-Brick. I expect (in their minds) that BbB belongs to their sphere of influence thanks to that strangely placed lake, no matter how close it is to our capital. Afterwards, take what they can, Ditchdigger and Seven Tribes are also under threat. And thanks to the oddly placed lake, we're going to have a hard time responding. If we want to guard against both Apolyton and CP at the same time, a good location for a tile to run zone defence is 2N1W of Ditchdigger, as it can respond to any thrusts along that axes. Unfortunately, there's no way we can keep it a secret, Apolyton and CP probably have a gazillion spies running roughshod through our land.
How to deal with them: Hold BbB at all costs, because the SoZ will be crucial to fending off our opponents. Other than that, just kill what we can.
Team Civfanatics:
Threat level: Low-Medium. Thanks to a hot(?) war with CivFR, they are currently distracted. Whether or on they will remain so is unclear. I'm reasonably sure that CFC is completely in the loop with regards to the attack by the two teams mentioned earlier. Yes they were thinking of a NAP with us until T200, but they are still on the fence about it and will happily wait for as long as they can until they can or can not swing a good peace deal with CivFR. And CivFR aren't an existential threat to CFC right now, they'll pull out once they feel their honour is satisfied.
They have nothing to fear from us, as they know were are distracted by our rifle-wielding foes to the west.
Otherwise, their tech rate sucks as much as ours and they don't have anything special over us. They also want time to develop their Spanish holdings and make it productive, which makes it think they'll only be in it for quick gains.
Their expected goal: Wither Starfall or Eastern Gem Dealers. Starfall is under threat from 2-movers, so we'll want muskets and pikes and a Castle holding that city. If they go for EGD, they'll need to spend at least one turn within our territory.
How to deal with them: another stack of cats and hitters, zone defencing from the tile 2S1E of Forbidden, where they can cat any tile they land on. The danger is if they move a big stack of 2-movers 1E or 1SE of Lakambha, as that would pin down a stack inside Starfall, and then they are capable of moving north towards EGD, where the units in Starfall will be tied down.
What else we need to do: Fend off their attacks, buy time, and use the sheer size of our empire to run everyone else over. Churn out more cats. Don't draft for another 2 turns until Gunpowder comes in, as Maces aren't that useful. Build some spies and start scoping out our opponent's stacks.
Leaders: Random, 2 mulligans allowed.
Difficulty is Monarch
Speed is Normal
Vassals are off
TT is off
Huts are on
Events are off
barbs are on
EP: on 7 off 1 abstain 3 (abstain was basically predicated on "need to see changes first")
don't see starting screenshot before leaders
Ichabod/Wetbandit: Shaka of Greece dtay: Alexander of Germany Plako: Ragnar of Maya retep: Sitting Bull of Khmer Jowy: Pacal of India Slowcheetah: Ramesses of Mongolia mostly_harmless: Qin Shi Huang of Sumeria Azza: Joao of Dutch Pindicator/scooter: Darius of Vikings Nakor/CFCJesterfool: Wang Kon of Rome Fintourist/Old Harry: Montezuma of Babylon Commodore/Kurumi: Victoria of Portugal Bacchus: Suryavarman of Carthage WilliamLP: Isabella of Inca Yuris: Mehmed of Ottomans Serdoa: Mansa Musa of America Bigger/Lewwyn: Gandhi of China suttree: Huayna Capac of Spain
(July 18th, 2013, 11:40)Krill Wrote: Thanks unto Sevenspirits for editing the change log to be more understandable.
Change from 2.0.3.3: city revolt mission is actually removed this patch; revolt civic and revolt religion missions also removed (as opposed to being available at Future tech)
Quote:Change log 2.0.3.4
Traits:
Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank.
Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.
Creative: +2 culture per city. +100% production of Theatre, Colloseum, Observatory.
Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions.
Protective: Free CG1 promo for archery and gunpowder units. +100 production of Granary, Walls.
Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House
Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.
Organized, Industrious, Philosophical, Spiritual: No change from BtS
Civs:
America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.
Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.
Byzantium: Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).
Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.
Celts: Dun now gives G2, not G1.
France: Salon +1 free specialist, -1 free artist.
Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100.
Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.
India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.
Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.
Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.
Leaders:
Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.
Civics:
Police State: Now Medium Cost (down from High).
Vassalage: now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.
Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.
Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.
Wonders, Projects:
Rushmore: Now -50% WW, (from -25%).
Red Cross: 200h.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.
The Internet: now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.
Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.
SDI: Removed from the game
Base unit changes:
Scouts: require no tech. Every player starts with a scout instead of a warrior.
War Elephants: now 7 str, +50% vs. Mounted units.
SAM Infantry: 75% interception chance (up form 40%)
Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.
ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
iCost: 450h
iAirCombatLimit: 75
iAirCombat: 160
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 12
iAirRange: 36
Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
iCost: 200h
iAirCombatLimit: 75
iAirCombat: 80
iCollateralDamageLimit: 75%
iCollateralDamageMaxUnits: 5
iAirRange: 4
Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
iCost: 60h
iBombRate: 16
iAirCombatLimit: 75
iAirCombat: 40
iCollateralDamage: 100
iCollateralDamageLimit: 50%
iCollateralDamageMaxUnits: 1
iAirRange: 4
Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.
Buildings:
Barracks: increased cost to 60 hammers, +1 culture.
Jails: now -50% War Weariness.
Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.
Technology:
Known Tech Bonus changed to 25 (up from 30), enabled by Map Trading (so there is no Known Tech Bonus until you research Writing).The known tech bonus is multiplied by the number of techs that you have that enable map trading.
Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry: enables camps. No longer enables pastures.
Archery: base tech cost decreased by two thirds, from 60 to 40.
Astronomy: requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.
Alphabet no longer enables tech trading, allows Open Borders.
Writing enables Map trading, no longer enables OB.
Paper enables Map trading, Tech Trading. Requires Metal Casting as mandatory prerequisite. No longer requires Literature or Code of Laws.
Corporation enables Map Trading.
Scientific Method enables Map Trading.
Steam Power enables Map Trading.
Electricity enables Map Trading.
Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:
Education: +25%
PP: +25%
Nationalism: +25%
Gunpowder: +25%
Astronomy: +25%
Economics: +50%
Liberalism: +50%
Replaceable Parts: +50%
Military Tradition: +50%
Constitution: +50%
Chemistry: +50%
Democracy: +75%
Rifling: +75%
Corporation: +75%
Military Science: +75%
Steel: +75%
Steam Power: +75%
Artillery: +100%
Assembly Line: +100%
Scientific Method: +100%
Railroad: +100%
Cost of all subsequent techs increased by 100%
All medieval and earlier techs are untradeable:
The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking
Espionage:
Switch Civic, Switch Religion, City Revolt,Counter Espionage, and Destroy Production spy missions removed.
Costs of all active spy missions doubled.
Discounts to spy missions due to religious effects removed (owning holy city, religion present in city).
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.
Tile Changes:
Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.
Game Mechanics:
The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
Corporations: Completely removed from the game.
Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000
Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), and
Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Hut techs: Can only gain techs from the first three rows of the tech screen:
Toroidal maps: Now return city maintenance as if the map were Cylindrical.[spoiler]
Included additional bug fixes:
[spoiler]Lib/Oracle multiple techs (warning, this is the most complex fix and it changes the save file format by adding a value for each player of whether they currently have an unused free tech award. The fix is taken from BTS unofficial patch).
Trade route turn order bug.
Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).
Build culture double production.
Build wealth/research/culture + production automation double production.
Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).
Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).
Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
I think we have a consensus. But it's not super clear - we did have a lot of votes for 'wait for response' in the last poll. And my fellow 'give them something' voters don't seem to be convinced they've lost.
So, now that we've gotten a response, let's go ahead and put the question to rest, one way or another.
As PB8 is drawing to a close and most players are ready for a new game, it's time to start discussing what game people want to play, and see who wants to play it. The original discussion started in this thread where a few people stated a few general opinions about game settings and interests
This game is likely to be an RB mod game. It has a multitude of changes to the game, most importantly of which it utilises a DLL mod so requires windows to function. If you do not have access to a computer with a windows installation of BtS, it will not be possible to act as a turn player but you are more than welcome to be a member of a team, provided the team has someone that is able to play the turns.
Additionally, this game shall be a game run on Pitboss with simultaneous turns (yadda yadda someone get me a write up on what pitboss is please). Basically, double moves are possible in this game mode, the rule that we play at the moment is phrased simply: Don't double move. If in doubt, ask a global lurker if it would be a double. If not in doubt, still be a good idea to discuss it with lurkers.
Finally...well maybe not, but diplomacy: most games are run with what we call AI diplomacy, where not contact is allowed between players other than proposing deals in the ingame trade window, with no written text. So you can offer to trade furs for wines, for example, or gold and a city for a peace treaty, but you can not type in "What would you accept for wines?" or "Give me X of I raze your cities". This cuts down on the amount of time that needs to be spent focussing on the game including time sent sitting in chat rooms making buddy buddy with people, whilst you plan to stab them in the back in 3 months time, instead focussing on playing CIV.
OK, that's the boring stuff that others can correct me on later.
I don't think anything else really needs to be said at this point so, lets just try and figure out what everyone wants to do. This is a demogame after all.
Introduction Wrote:"Ring-a-ring-a-roses,
A pocket full of posies;
Ashes! Ashes!
We all fall down."
I awake with a shudder. The singing is in my dreams every night. My children's voices, before turning raw with weakness and weeping. I leave my hovel, though it is still dark outside. It is worse within.
This midden-heap of a village stinks. We are exiles, refugees, the only thing we share in common are The Death's scars. Under the starlight, all is quiet. They didn't believe me, yesterday, when I told them what I know. They don't believe me now; I am a stranger even among strangers, isolated by my knowledge.
But I know it is true.
Although the wider world those untouched, shun us, we say we are blessed by God, for indeed how else could we have sicked with The Death and yet live?
How else indeed.
They mocked me, when I told them of the Other Way; how some had bargained their souls for their lives. For wolves are strong; they do not sicken; they do not die of Death. The werewolves live, but they stalk and hunger now. I must find some way to show the others. Somehow, they will see the grave danger here. Death still has us all marked...
What was that? A gleam of light in the darkness.
They come swiftly, silently, coordinated. I draw my sword and begin to shout, but the first of the wolves leaps to my throat even as I begin to scream.
Pain. Bright light. Now darkness.
"Ring-a-ring-a-roses,
A pocket full of posies;
Hush! Hush! Hush! Hush!
We've all tumbled down."
Joesph Buckley, villager, has died.
Rules
1. 48 hour days. Nights are 24 hours.
2. Day ends at 2100 UTC/1600 CST.
3. In the event of extended forum downtime or downtime that occurs in close proximity of the deadline the day will be extended 24 hours at the GM's discretion
4. During the day each player may cast one vote for someone to be lynched. Players may not vote for "no lynch".
5. Votes must be posted in red text or they will not count. Votes with spelling errors of names do count so long as it's unambiguous in the GM's opinion whom is being voted for. Votes embedded in quotes do not count.
6. The player with most lynch votes at the end of the day is lynched and eliminated from the game.
7. Night actions have been pre-assigned a priority order that seems sensible to the GM and will be processed in that order.
8. Anyone failing to vote for 2 consecutive game days will be mod killed and removed from the game with a loss.
9. Dead players may make one posthumous post that doesn't contribute to discussion.
10. Forum profile camping is not allowed.
11. To prevent confusion that may arise in the case of cross posting, posts may not be edited.
12. Breaking rules will result in penalties ranging from warnings to loss of abilities to being mod killed depending on the severity of the infraction.
13. Players may not communicate with other players about the game outside the thread via PM, email, chat, quicktopics etc. unless told otherwise.
14. Players must check their PMs each game day before posting.
15. Directly quoting role PMs or Quicktopics or other communication from the GM isn't allowed.
16. You may not use your "regular" profile, or any other profile, or any other means to verify a link between your given profile and who you really are. You are allowed to try and claim who you are as your character in thread; as that would be unverifiable that's fine, but do so at your own risk (Think of it similar to the policy about role PMs: You can say and try to convince others who/what you are, but posting proof like a screenshot of the PM from the GM is forbidden)
Night Result Policy
If your action doesn't need to return information you won't receive a PM telling you whether it was successful or not.
If your action returns information but fails for any reason (negative result or interference of other rules) you will just receive a "no result".
Tiebreaks
There are no mayor elections. If there is a tie:
If there are 2 players left and no Day powers apply, the day result will automatically be a no lynch and tiebreak mechanisms will not come into play
Otherwise, if there are no game mechanics in play which would break the tie, the following rule applies: Everyone has a randomly generated and publicly known influence score and the tied player with the highest influence total against them is lynched
If there's still a tie it will be broken by random dice roll
Influence score list:
Agnes the Orphan: 1
Kate the Waif: 1
Know-Nothing Jon: 2
Rob the Filch: 2
Widow Edith: 2
Muriel the Slow: 3
Simple Anne: 3
Easy Sarah: 3
Short Richard: 3
Bert the Bard: 4
Young Will: 4
Fat Rose: 4
Doctor Saul: 4
Scarlet John: 5
Old Tom: 5
Half-Nose Harry: 5
Sister Mary: 6
Friar Andrew: 6
Lady Elizabeth: 7
Sir Percival: 7
The town wins when there are no more werewolves.
Sample village PM:
Quote:You are Joseph Buckly, a villager. You win when there are no more werewolves.
Live players:
Know-Nothing Jon
Rob the Filch
Widow Edith
Short Richard
Young Will
Fat Rose
Doctor Saul
Half-Nose Harry
Sir Percival
Dead players: Friar Andrew- Paranoid Crossbow Owner Simple Anne- Jailer Easy Sarah Old Tom Sister Mary Scarlet John - Watcher
Bert the Bard - Jack of all Trades
Kate the Waif
Lady Elizabeth - Duelist
Muriel the Slow - Doublevoter
Agnes the Orphan - Silverdust Blunderbuss Vigilante