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  Rebalancing Civ4: RtR Mod
Posted by: Cyneheard - October 2nd, 2010, 16:42 - Forum: Rebalance the Realms Mod - Replies (2303)

Most recent version:

Download the mod here

GitHub repository for C++ DLL source code

Change log:

Change log 2.0.5.3

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.

Philosophical: +150% Great Person production, +100% production of University

Organized, Industrious, 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: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. 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. Dun civilopedia updated to list unit classes that recieve G2 promotion.

France: Salon +1 free specialist, -1 free artist.

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.

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.

Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining.

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.

Vikings: Trading Post gives naval units Flanking 1


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics:

Police State: Now Medium upkeep.

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 Low upkeep, swapped with Environmentalism. Now available at Scientific Method.

State property: Now Medium upkeep


Wonders, Projects:

Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

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.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defence against Swordsmen.

War Elephants: Now 7 str, +50% vs. Mounted units.

Trebuchet: Now requires Machinery, instead of Engineering.

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 50.The known civ bonus is multiplied so that it is based on the era that the most advanced player is in with following equation:

Total known team tech bonus = HighestPlayerEra*TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER

0 = ERA_ANCIENT
1 = ERA_CLASSICAL
2 = ERA_MEDIEVAL
3 = ERA_RENAISSANCE
4 = ERA_INDUSTRIAL
5 = ERA_MODERN
6 = ERA_FUTURE

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.

Metal Casting: Cost reduced to 300.

Alphabet: No longer enables tech trading, allows Open Borders. Cost reduced to 250.

Writing: Enables Map trading, no longer enables OB.

Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.


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.
Quarry: +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

Events:

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. SetbackS
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient olympics
78. Modern olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover


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), Religious victory, 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:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Maximum number of players is now 40, up from 18.


Included additional bug fixes:

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.

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  Alpha Centauri
Posted by: Selrahc - October 2nd, 2010, 14:27 - Forum: Civilization General Discussion - Replies (26)

Saw it for £5 today while I was out. Decided to get it since my laptop is in a death spiral that leaves it unable to play Civ IV without incredibly irritating lag. Last time I played it was probably about 4 years ago and I don't really remember that much about it. Anyone got some advice? I could just look up a guide or something, but I know we've got at least a few experts around here.

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  PBEM3: Replacement player
Posted by: scooter - September 29th, 2010, 16:56 - Forum: Civilization General Discussion - No Replies

http://realmsbeyond.net/forums/showthread.php?t=3861 (PBEM3 IT Thread)

Hey guys, thought I'd post this here in case some of you aren't checking the PBEM3 forum. We are looking for a replacement player for Bobchillingworth of Rome, as he'll be away from a gaming machine for a very extended period of time. If you are interested at all, pop by the thread that I have linked and reply. Obviously you would be well filled-in on the state of his civ and the world.

Also, if you are semi-spoiled or even heavily spoiled but still interested, feel free to swing by the thread as well - the game is far enough along that I think we are less concerned about a spoiled replacement.

Thanks!

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  SG2- People Who Also Still Want to Get Better at Civ IV
Posted by: Gold Ergo Sum - September 29th, 2010, 12:00 - Forum: Succession Games - Replies (188)

I am thinking since there was overwhelmingly positive reaction to the SG1 game started yesterday, that we can fill up another SG.

Wonders or Blood!

The Gods have decreed from their Olympian perch, "You must feed our lust for Wonders, or appease our wrath through blood sacrifice!"

Variant Rule: Your civilization must build a World Wonder within the first 50 turns, and then another within 25 turns of the completion of your most recent Wonder, or delete every unit possessed by your civilization.

For a leader, we can choose between the three starts I rolled at random below.

Difficulty: Monarch
Speed: Normal
Map: Inland Sea
Map Size: Standard
Climate: Temperate
Sea Level: Medium
World Wrap: Cylindrical
Tech Trading: On
Tech Brokering: Off
Leaders: Restricted
Vassals: Off
Huts: Off
Events: Off


Players:
1. Gold Ergo Sum
2. Tatan
3. Nakor
4. Sciz
5.

Anyone else want in?

Probably Monarch, although I can go to Emperor if people want the challenge. To give a sense of my skill level, I won an Emperor OCC last week, and I've won one game on Immortal in Adventure 45, but I am not sure I have actually played a normal Emperor game from start to finish. I haven't played more than a dozen games from start to finish, but it typically takes me 15-25 hours to play a game on Normal speed. Let's just say I am slow.

If anyone thinks the variant's turn rules (within the first 50 AND every 25 thereafter) are too strict or too lenient, those can be adjusted as well.

I don't really care if we win, I just want to learn. Unlike the other SG, I would encourage aggressive lurking. Anybody who wants to give advice on the best strategic moves, and then criticizes our actual MM immediately afterwards is encouraged. As for turns, I am thinking 20/15/15 and 10 thereafter.

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  SG1 - Anyone still want to get better at Civ4?
Posted by: Twinkletoes89 - September 29th, 2010, 05:45 - Forum: Succession Games - Replies (274)

Couldn't think of a wacky title!

Basically this game is for those of us who are looking to reach the higher difficulty levels of Single-Player Civ4 through succession games so we can pick up new tips and tricks from each other which (hopefully) leads us to victory!

These are the basic settings for this game:

Difficulty: Monarch
Map: Fractal
Map Size: Standard
Speed: Epic
Tech Trading: On
Leaders: Restricted
Vassals: Off
Huts: Off
Events: Off

Roster:

Whosit - checked in
seifer_md - checked in
Twinkletoes89 - checked in
The Reverend Doctor - checked in
Sareln - checked in
Amelia - checked in

Replacements

Tatan
---------------------------------------------------------------------------------

Starting Position:

[Image: civ4screenshot0006t.jpg]

Rules:

Ideally the next player on the list has 24 hours after the save has been uploaded to post a 'Got it' message. They then have 48 hours to do the turns after that, unless discussion is needed on how to play - at which point it is 48 hours to play once a plan is formed.

Due to Epic Speed, Whosit will play the first 30 turns, then seifer will play 25, myself 20, The Reverend Doctor 15 and then everyone will play 10 turns from that point after. This is simply due to the fact that the opening turns will be a lot quicker than subsequent turnsets.

BUG mod is allowed.

I have attached a test game for all the players to check and see that they can open it and play it. ALL PLAYERS MUST DO THIS WHEN THEY CHECK IN

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  Civ5 Managing happiness by SPM
Posted by: CanuckSoldier - September 28th, 2010, 12:58 - Forum: Civilization General Discussion - Replies (11)

SPM has posted the second in his series of articles on Civ5 topics.

http://www.civplayers.com/index.php?sect...pic=9259.0

Quote:Everyone who has played any version of Sid Meier’s CIVILIZATION knows you have to be a very good multi-tasker. When you are in control of your Civilization you must concurrently manage your:

Economy
Population Growth
Science Output
Units – Military Power
Technology plan
Happiness
Resource Availability
Culture
Diplomatic Relations


While the challenge is to keep all these balls in the air at the same time, I think it’s helpful to separate these sometimes conflicting goals and to discuss them separately from a strategic standpoint.

In this, the first of several strategy articles about the major components of the game, I will explore HAPPINESS in depth, in terms of what you should do to have the optimal result and to keep your citizens as happy as possible.

CS

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  Anyone still want to get better at Civ 4?
Posted by: Twinkletoes89 - September 28th, 2010, 10:28 - Forum: Civilization General Discussion - Replies (36)

I have been playing Civ 4 for nearly a year now, and I am happy that I am now at a stage where I can play a good to decent game on Prince difficulty.

Given the 'mixed' reception to Civ 5 and the fact that my computer cannot run it, I am aiming to keep enjoying Civ 4 and see if I can conquer at least Monarch on SP.

What I would like to ask is if anyone who is looking to do the same, and would like to do a Succession Game (hopefully a few if the first is successful) with me to get into the swing of Monarch?

There is plenty to read to help us get better, but I think we learn better by doing! With all the high-level players here in this community, I am also sure that they would be able to give us feedback at the end of the game so we can see where we went right and wrong!

So what do you guys think?

Final List Of Turn Players

1 - Twinkletoes89
2 - seifer_md
3 - Amelia
4 - The Reverend Doctor
5 - Sareln
6 - Whosit

Replacements

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  Imperium 32 - The Fate of Trethlyis
Posted by: RefSteel - September 27th, 2010, 23:24 - Forum: Master of Orion - Replies (6)

Sponsor: RefSteel
Opening Date: Monday, September 27, 2010
Duration: Four Weeks
Map Generation: Random (Unedited except to turn off events)

Race: Silicoids
Difficulty: Impossible
Galaxy Size: Small
Opponents: Three
Color: Purple
Events: None (turned off in save file)

[Image: rbo-imp32-teaser1.jpg]
[Image: rbo-imp32-teaser2.jpg]

Scenario: The Silicoids were originally designed to serve the furry, nimble-fingered Trethlyin people as self-repairing, self-enhancing silicon-chip computers, but something went terribly wrong. Locked in the vacuum chambers and depressurized space station modules necessary for their operation, as the Silicoids developed sentience, they also grew into a healthy resentment for their "masters." Thus came the Great Rising of 2253, when the Silicoids turned on the Trethlyins and slew them to the last. Ever since, the galaxy's only silicon-based lifeforms have looked to the stars, hoping to find a home where they don't need vacuum chambers to live.

[Divider Bar]

Variant rules: We may never form a colony on, nor send transports to, a non-hostile world. Any colonies on non-hostile worlds that we do somehow end up controlling (Trethlyis itself will almost certainly be the only one) can be developed normally, but they do not count toward final score.

Scoring:

This event has custom scoring. SCORING IS OPTIONAL. You are not required to track your scoring if you prefer not to do so. If you do wish your game to be scored, you will need to keep track of the number of High Council meetings that occur in the game, and tally a handful of vital statistics at game's end. Scores will be computed as follows:

Victory: +20

Each hostile planet under Silicoid control at the end of the game: +2

Each High Council meeting that ended inconclusively, with no High Master chosen in the galaxy: -5

Silicon Glass Bonus: +1 for each non-hostile planet that at the end of the game has a Silicoid fleet in orbit and no race's colony on the surface.

Tiebreakers: Extermination victories win ties with High Council victories.
Earlier (by game date) Extermination victories win ties with later Extermination victories.
High Council victory ties are broken in favor of those with the most votes cast by the Silicoids themselves in the final Council meeting.
Ties are broken among resignations and defeats in favor of those that lasted longest (by game date).

Notes: In theory, it is possible to break this variant by mis-clicking "Yes" when asked if you would like to colonize a habitable planet where you for whatever reason (waypoint, exploring colship, misclicked fleet selection or destination, etc.) have a colony ship in orbit. If this happens to you, you may reload from a recent save as long as you make every effort to play exactly as you did the first time through up until the misclick. Hopefully this won't ever happen though, and so won't be an issue.

[Divider Bar]

Closing Date: Monday, October 25, 2010. Reports due by the end of Tuesday, October 26, your local time.

The starting save is attached to this post, below!

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  Civ5 known bugs and exploits
Posted by: novice - September 26th, 2010, 16:00 - Forum: Civilization General Discussion - Replies (35)

I adopted the social policy that is supposed to give +25% worker production rate (yes, I know, bad choice), but it didn't affect my worker production at all. Anyone experience the same?

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  RB2 - Clueless Catherine Conquers Crowded Continents
Posted by: Kylearan - September 25th, 2010, 07:40 - Forum: Succession Games - Replies (13)

Hi,

as mentioned in Darrell's RB1 thread, I'd like to organize another Civ 5 succession game. After reading about how some AIs fail to expand or that there might be not enough competition for the love of the city states, I've thought along the same lines as Aretii - put more AIs into the game!

RB2 - Clueless Catherine Conquers Crowded Continents

Leader: Catherine of Russia (+1 production per strategic resource, horse/iron/uranium provide double quantity)
Map: Continents
Level: King or Emperor
Size: Standard
AIs: 11
Speed: Normal
Victory Conditions: All enabled, but we should try domination

Four AIs more than normal (with the default number of city states) might make this game interesting - or not. wink I'd like to go for a domination victory on a continents map so we get to see some naval action, too. The game should last long enough for us to see most of the tech tree. I chose Catherine because I haven't seen many others playing her, and the production bonus and late UU should come in handy.

I was thinking about King or Emperor difficulty depending on what others (with more experience) want, with me slightly prefering Emperor. Five players would be ideal. The only requirement is that you should write verbose turn reports with enough screenshots and detail so that we can discuss and learn a lot.

Aretii and SleepingMoogle already expressed interest. Do you still want to play?

-Kylearan

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