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  Silicoids tech: Waste reduction showing up?
Posted by: d0om - February 12th, 2008, 17:52 - Forum: Master of Orion - Replies (7)

[Image: silicoidsbg8.th.png]
As you can see I have no choice but to get Advanced Eco Restoration. I had thought I was guaranteed to get cloning, but it seems I'll have to try to manage without it.

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  1.2 Patch Note
Posted by: KingOfPain - February 12th, 2008, 12:16 - Forum: Hellgate: London - Replies (1)

http://forums.hellgatelondon.com/showthr...3#poststop

Quote:We’re rolling out the second of our major character class balance passes. In this patch, we’ve done a comprehensive balance pass on the Marksman. We focused on addressing a number of issues that have made certain Marksman builds vastly overpowered in comparison to the rest of the classes and the desired difficulty of the game. There are also numerous areas where we have also increased the effectiveness of or altered skills to give Marksman players a wider variety of powerful builds and tactics.

Chief amongst these changes is addressing the notorious skill/weapon combinations involving Ricochet, Reflecting Shot, Multishot, Rapid Fire, Heightened Senses, Beacon, Dead Eye, and Hollow Points, while using a high rate of fire weapon, such as an Arclight Rifle. While we realize that making choices on skill, item, and mod combinations which complement each other is a fundamental design element most emphasized with the Marksman in particular, there should never be one combination of skills which completely outshines the rest.

We didn’t want to remove the most overpowered Marksman skill combinations altogether, however, and we also didn’t want to leave other Marksman skill issues unaddressed. This would have been largely unfair to the Marksman players. As a result, you’ll see a large number of changes to the skills - such as synergies to the Ballistics, Grenade, and Precision Strike skill groups - that should promote an increased variety of specialized builds and create a more diversified play experience overall.

See you online!

The Hellgate: London Team

-----

Skills
Please carefully read the changes to skills carefully as many have changed. Some skills now have new names to represent their different effects or make more sense within the context of the character class.

Marksman:
Rebounder Rounds (formerly Ricochet)
  • “The Marksman uses modified ammunition that has a chance to ricochet off enemies and walls.”
  • This skill is now an Active skill. It must be activated to gain the effect and it can be placed in your “fire left”, “fire right”, or “fire both weapons” slots.
  • There is no power cost for using this skill.
  • This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels.
  • This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Rebounder Rounds has a chance (albeit smaller) to proc when either Ravager Rounds or Penetrator Rounds are used.
  • EXAMPLE: The first rank of Rebounder Rounds gives a 10% chance for shots to ricochet while using Rebounder Rounds. Due to skill synergy, Ravager Rounds and Penetrator Rounds have a 4% chance for this effect to occur while using either of those skills.
Ravager Rounds (formerly Reflected Shot)
  • “The Marksman uses modified ammunition that has a chance to blow through and subsequently retarget additional enemies.”
  • This skill is now an Active skill. It must be activated to gain the effect and it can be placed in your “fire left”, “fire right”, or “fire both weapons” slots.
  • There is no power cost for using this skill.
  • This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels.
  • This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Ravager Rounds has a chance (albeit smaller) to proc when either Rebounder Rounds or Penetrator Rounds are used.
  • EXAMPLE: The first rank of Ravager Rounds gives a 5% chance for shots to blow through and re-target a new enemy while using Ravager Rounds. Due to skill synergy, Rebounder Rounds and Penetrator Rounds have a 2% chance for this effect to occur while using either of those skills.
Penetrator Rounds (replaces Homing Shot)
  • “The Marksman uses modified ammunition that has a chance to completely ignore the target’s shields.”
  • This skill is now an Active skill. It must be activated to gain the effect and it can be placed in your “fire left”, “fire right”, or “fire both weapons” slots.
  • There is no power cost for using this skill.
  • This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels.
  • This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Penetrator Rounds has a chance (albeit smaller) to proc when either Ravager Rounds or Rebounder Rounds are used.
  • EXAMPLE: The first rank of Penetrator Rounds gives a 10% chance for shots to ignore shields while using Penetrator Rounds. Due to skill synergy, Ravager Rounds and Rebounder Rounds have a 4% chance for this effect to occur while using either of those skills.
Weapon Master (formerly Hollow Points)
  • Increased the Critical Damage bonus of this skill from 20% at rank 1 and 10% per additional rank, to a flat 30% bonus per rank.
Beacon
  • Decreased the power cost by 33%.
Elemental Beacon
  • Now also decreases the target’s Elemental Attack Strengths.
  • Gives increasing Elemental Attack and Defense penalties per rank that scales with the character’s level.
Overshield
  • Increased the Shields bonus per additional rank from 33% to 100%.
Elemental Vision
  • Increased the Elemental Attack Strength bonuses from 15% per rank to 25% per rank.
Sniper
  • No longer forces the Marksman to crouch and stop moving when used. The character now moves at 50% speed while the skill is active.
  • Weapon Accuracy, Range, and Missile Velocity bonuses are now fixed at 60%, 50%, and 25%, respectively.
  • Damage bonus has been decreased from 200% to 150%.
  • Rank progression now decreases its rate of use and rate of fire penalties by 5% per rank, beginning at a 55% penalty at rank 1 and ending at a 10% penalty at rank 10.
Master Sniper
  • Now provides a 1% Critical Chance bonus per rank, in addition to its previous 20% Critical Damage bonus.
Rapid Fire
  • Now clears Multishot when used.
Multishot
  • This skill has been moved under Weapon Master in the skill tree. It required two points in Weapon Master to unlock, thus requiring fewer total points to unlock than before.
Escape Artist
  • The Movement Speed bonus has been increased to 25% per rank.
  • The rank cap on this skill has been increased from 5 to 7.
Grenades
  • Grenades now have direct synergies with all other Grenades.
Explosive Grenade
  • Explosive Grenades now explode on impact with monsters (but not objects) and have a 2 second fuse.
  • Decreased base Damage by 23%.
  • Decreased base Ignite Attack Strength by 33%.
  • Ranks in Explosive Grenade now increase the Damage of all grenades by 10%.
Phase Grenade
  • Increased base Damage by 6%.
  • Ranks in Phase Grenade now increase the Elemental Attack Strengths of all grenades by 30%.
Toxic Grenade
  • Toxic Grenades now bounce off of objects (ignoring monsters) before exploding after 1.5 seconds.
  • Toxic Grenades now create a field that lasts for 4 seconds, dealing field damage.
  • Decreased base Poison Attack Strength by 50%.
  • Ranks in Toxic Grenade now increase the splash or field radius of all grenades by 10%.
Flashcracker Grenade
  • Increased base Damage by 12%.
  • Decreased base Stun Attack Strength by 50%.
  • Ranks in Flashcracker Grenade now grant and increase the Shield Penetration of all grenades by 10%.
Hunter:
Tactical Stance
  • Now also gives a base Firing Accuracy bonus of 50.
  • Changed the Critical Chance bonus effect (3% at rank 1 and 1% per additional rank) to a damage bonus of 15% at rank 1 and 5% per additional rank.
Escape
  • Escape now provides 1 second of invulnerability when it is activated.
  • Escape should now prevent enemy players in PVP from seeing the user.
  • The cool-down for this skill now starts when the skill is used, not when it is cleared.
  • The cool-down for this skill has been increased to 30 seconds.
  • The duration for this skill has been decreased from 6 seconds to 3 seconds at rank 1, increasing by 1 second per additional rank.
  • The rank cap on this skill has been increased from 5 to 7.
  • Escape now clears all other speed boost effects while it is active, including Adrenaline Pills and Sprint. Using any skill or item that boosts speed will clear Escape, including Sprint.
Precision Strikes
  • Precision Strikes now have direct synergies with all other Precision Strikes.
Napalm Strike
  • Increased base Damage by 5%.
  • Ranks in Napalm Strike now increase the Duration of all Precision Strikes by 50%.
Smackdown
  • Ranks in Smackdown now increase the Elemental Attack Strengths of all Precision Strikes by 25%.
Shock and Awe
  • Decreased base Damage by 7%.
  • Ranks in Shock and Awe now increase the Radius of all Precision Strikes by 15%.

Hunters will get a retraining token, not sure if all sub toons will get one this time around. I haven't read the whole thread ;p

Looks like Thenby with his ulgg mm would be happy with the grenade synergy, and

Quote:Explosive Grenades now explode on impact with monsters (but not objects) and have a 2 second fuse.


I am guessing it still bounces around if it didn't hit a monster on the throw. Wonder if the grenade is sticky once it hits a monster. Anyone on the test center?

KoP


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  Another Tetris Achievement
Posted by: Sullla - February 12th, 2008, 00:15 - Forum: Off Topic - Replies (4)

I did it today. After weeks of trying, I beat the official Twin Galaxies world record for the Gameboy version of Tetris. (The official record is 593,286 points, and I scored 631,445.) I thought this was pretty cool, and it put me in a good mood all day. smile

Then I decided to try my hand at another game tonight for fun. Well, I shattered my own mark from this morning, and scored 851,036 points! eek eek eek

[Image: tetrisgbscore.jpg]

I came extremely close to maxing out the Tetris gauge, which only goes up to 999,999. This has been done before, but only on a handful of occasions. I'm not trying to self-promote here, but this is one of the highest scores anyone has ever recorded on this version of Tetris - and the Gameboy Tetris cartridge sold over 30 million copies. I also outscored the Twin Galaxies records by over 200 lines and 250,000 points. I'm... still a little stunned over that.

This inspired me to write up some of my Tetris experiences in more detail for my website. You can find a link to it below. I wanted to share this with the rest of you, and hope it inspires you to keep plugging away at your favorite games. thumbsup

http://www.garath.net/Sullla/tetris.html

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  Adventure Twenty-seven - Project Beyaz Peynir - Now Open!
Posted by: Griselda - February 11th, 2008, 02:10 - Forum: Civilization General Discussion - Replies (30)

How many ways can *you* win the game at one time? [Image: hammer.gif]

Adventure Twenty-seven is now open.

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  ForWarper
Posted by: KingOfPain - February 10th, 2008, 11:55 - Forum: Hellgate: London - Replies (1)

[Image: ForWarper.jpg]

[Image: ForWarper2.jpg]

KoP

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  Cantha New Year 2008
Posted by: WarBlade - February 9th, 2008, 01:50 - Forum: Guild Wars - Replies (2)

It's that time of year again! smile

The Canthan "Year of the Rat" is upon us and with it the weekend event of celebration and merriment. Obviously all the usuals are in place. Quests, mini games, random drops and so forth. But heads up! We've got some collecting to do if we want to stand a chance at getting an as yet unpublicized prize...

<table style="border: 1px solid rgb(0, 0, 0); margin: 0.25em;" cellpadding="3" cellspacing="0" rules="all"><tbody><tr><th>Imperial Chef Yan (Appetizers) </th><th> Imperial Chef Reun (Salad) </th><th> Imperial Chef Jiong (Soup) </th><th> Imperial Chef Chen (Main Course) </th><th> Imperial Chef Tian (Dessert) </th></tr> <tr> <td>

</td><td>
</td><td>
</td><td>
</td><td>
</td></tr></tbody></table>

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  Blast from the Past
Posted by: FoxBat - February 9th, 2008, 01:47 - Forum: Diablo - Replies (4)

Something a bit... off about this picture? [Image: wink.gif]

[Image: foxbat_bth.jpg]

800x600 for D1! .... or the next best thing. This is a suprisingly fun mod that's had a ton of work put into it, and it shows. Great graphics and sounds to reminisce about, and the gameplay is fast and intense. (Dense dungeons + insta-heal potions + near constant stunlock = good times!) Its worth giving at least a brief whirl just to soak up the good atmosphere.

The "sorcerer" featured below is a class near and dear to us... [Image: smoke.gif]

Quote: The Blood Wizard is an interesting character, combining the never implemented class in Hellfire with the infamous naked mage from the Diablo days. He is unable to increase his Strength, Dexterity or Energy and all stat points are automatically applied to Vitality on level-up. The Blood Wizard is a pure caster class, but all his spells cost life instead of mana to cast. He is unable to equip most items in the game because of his low Strength.

However I'm naturally having too much fun with my level 20 Monk at the moment. [Image: wink.gif] Flash has been pretty [Image: eek.gif] so far...

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  ULGG Team Member Progress
Posted by: Nougan - February 8th, 2008, 19:24 - Forum: Hellgate: London - Replies (2)

I would like to start a thread for the ULGG Team players to post the current level of our Team character, and where we are in the main quest line. We can just keep editing the same post to update our progress, so we only need one post per Team members. This way, for someone who missed a Sunday run, he/she can just check this thread and know exactly how much catching up is needed. What do you think?

I think we can also post our Character build here for others to review.

So here it is for my Team character.

Name: Nougan_ii
Class: Guardian
Level: 8
Progress: Got all the quests for the British Museum. Finished most quests in Covent Garden Station, except one in Covent Garden Market to kill ravagers... so I'm up for killing Shulgoth again. smile

Build: Tank - Aura of Defense, Taunt, Prayer of Retribution
http://hellgate.ingame.de/skilltree/guar...0500000500

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  Brainstorming Challenges.
Posted by: Drasca - February 6th, 2008, 00:59 - Forum: Guild Wars - Replies (214)

What missions haven't you done that always wanted to, never did? What do you think of challenge nights?

I know there was interest in Domain of Anguish when put out, but what about other things?

Foxbat proposed to me an idea of a Challenge night. I'm willing to lead / organize such things, but it'll be up to all of you to come up with ideas of "stuff I want to do." You may find others want to go for it too.

The night does not have to be fixed, but ideas need to be posted first before times can be settled.

I know Vortegern has never done Tome of Primeval Kings, and I believe that needs to be fixed. Personally I've not explored much of Domain of Anguish, nor ever even finished Sorrow's Furnace.

What haven't you done and always wanted to? Post your ideas here.

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  Adv 26 - timmy827
Posted by: timmy827 - February 5th, 2008, 02:16 - Forum: Civ4 Event Reports - Replies (2)

Foreword: For those who didn't try this one, Sulla has really put back the extreme in adventure. Besides the 2nd-highest difficulty, it quickly becomes apparent that we are given an isolated start with absolutely NO resources of any kind. The capital has five flood plains and there is one oasis just south, and that is more or less all we have to work with.

Quick summary - did as well as I could and managed to avoid getting invaded/wiped out, but lost culturally in 1872. I was definitely hamstrung by lack of foresight, I should have realized earlier than I did that space was a pipe dream and diplo was the only chance of victory. Even if I had, I have no experience winning diplo without starting from a position of strength so it probably wouldn't have worked.

Start - go warrior-worker, research wheel->pottery for quick cottages. Settle on the spot; examining my health/happy shows that I am Washington (Exp/Cha, sensible for this type of game where the health and happy caps are so low.

I build the Henge pretty quickly after growing to max size (6) while putting up a granary and scout in the capital; after popping hut in the west for a really useless map (all water) realized that I seemed to be isolated and have waited for the scouts to pop the other's I've found. At this point I hadn't uncovered anything but had guessed the lack of resources. I researched AH in hopes of horses as I really like chariot's mobility for isolated start fogbusting but no luck yet. Wish I hadn't now; going BW earlier might've allowed chop or whip on henge.

Soon after my exploring warrior dies to a barb archer and I realize that I'm gonna need archery to survive.

Turn 60ish - While building 1st settler, barbs start entering my lands; I wasn't expecting that. There's some formula, and I thought the gist was that if you're isolated, they won't advance until you have two cities. What gives? I've finished writing and am going math for chopping. I get a random event promoting all melee units to Cover, which allows my warrior to kill one wounded archer.

After a couple close calls, I get a few archers out and am reasonably secure for a very long time.

82 (825BC) Classical age entered with Math. New York founded 3n3w of capital.
Let's think longterm for a moment...Assuming I never find any resources how can I increase my happy and health caps?
Happy:
With henge and charismatic bonus, I have 7 in the capital and 6 in other cities.
Henge prophet will be in in 20 turns, I will be able to bulb theology but will have to self-research other religious techs to enable that. Of course they will allow useful religious buildings...Much like my Boudica (epic 14) game, but here the theocracy civic won't be anywhere near as useful. Other way would be to try to bulb Philo with a scientist but that will probably be my 2nd great person.
Of course monarchy will end happy problems. As a bonus, since I won't ever have strategic resources I should be able to build happy-warriors until rifles and grenadiers.
Health - a bit more situational...
2 from Expansive, 2 base. 2 from fresh water sometimes, variable amount from forest. 2 from aqueduct. 1 from HG - should decide soon how much I want to pursue this. This is going to be a bigger problem.

So even though happy isn't such a big issue.

102/325BC - Man I'm dumb. Get my great prophet, then realize that while Mono and masonry aren't before theology on the bulb list, you need them to be able to research theo....

175BC - I was thinking of chopping everything around Washington to try to get HG and it just went. I was wondering if the AI's had similarly limited starts and it seems not (pyramids, artemis have also been built).

50AD - 4th city about to be founded west of capital, on coast and will grab the last of the riverside tiles. Will overlap some but given that it will be long time before I can grow cities over size ~10 who cares?

OK, so now I enter a zombie mode, only playing a few turns at a time. It's pretty dull with no resources. I decide not to go for optics but to focus my
efforts on democracy-liberalism. Tech CoL->CS->Paper->MC and expand some. I research part of philosophy and run some scientists in the capital in an effort to get a GS to bulb Education and put me close to Lib, but get a prophet and build the shrine.

In 1160, Genghis shows up. I actually have Paper on him. I have the choice of trading with him for part-researched machinery or Philo. I decide that first to Lib is not going to happen and PP is my immediate goal, but take Philosophy. I get a little gold instead of giving a little, and due to AI tech priorities there's a greater chance I'll be able to broker it for some old techs later. I'm worried about trading-with-enemies penalties, but this does get GK to pleased for the moment.

[Image: 1230AD.jpg]

1230AD - This screenshot sums it up nicely - the barbs and I are going to slug it out with the same units the AI's had in 4000BC, while elsewhere in the world people are circling the earth and thinking about liberalism.
I'm really surprised, haven't been landed on by barbs before. I recently founded a city nearer the barb city in the east and was more worried about that one. I only have 1 archer in Chicago, but they decide to move away.

Over the next couple centuries, the rest of the AI's show up - Churchill, JCaesar, Mao, Pacal, and Hammurabi. I am able to pull off a couple more tech trades. The rest of the world is not too happy with each other, so diplo is tricky.

Eventually I get amphibbed by the barbs after becoming longbows - My one CG1 archer has enough defense bonus to at least kill one of the two attackers, but is slaughtered by the 2nd. 2 LBs approach seattle overland from the barb city as well. Geez. Fortunately, I have 2 archers ready to counterattack, and the barb LB does not heal over the turn and is still at 4/6 health. I take him out and retake my city with one sacrificial archer, and destroy one of their gallies to boot. Unfortunately, the city is at size 4 and is health-limited, must restart that Aqueduct it was so close to finishing.

1410AD - Wow, what a boost PP, PP raises sustainable science rate from 140 to 185 flasks. Unfortunately, JC gets it, and Churchill is now annoyed with GK. To avoid diplo, the only trade I can make is PP to Winston for Engineering, IW, and Monarchy. It's too bad that education and nationalism are
too expensive. I decide to set research to Education. GK doesn't have it so I might be able to trade for Nationalism or something else.

A few turns later I've met everyone. I have PP on Hammy but refrain from trading as GK and Mao are both ticked at him. Mao seems a bit backwards (in that he only has 5 visible techs on me, not 8smile so I may be able to get something from him for education. Also, seems that Pacal and Hammy have Astro so I decide to rush out 3 more settlers to fill the rest of the space, then maybe try to take that barb city.

[Image: 1440AD.jpg]

1440 - Ha! Take that, Sulla! Of course, since I've been health limited more than happy limited for a long time this isn't a very big deal.

I need to think about victory; probably space and diplo are the only possibilities, and I'm doubtful about both.

1605 - I finish Constitution after part-researching Nationalism and trading Mao Edu for it. In some real good luck, Mao still doesn't have it and Caesar is Cautious to him, so I can trade it for feuadlism, aesthetics, compass, and his map without diplo penalties. I had been worried that I was missing out on the game, that the point was to beeling Astro as best you could so you could settle some "miracle island" full of resources, and Mao's map shows that this is not the case. Emancipation unhappy is starting to rear its head in many of my cities. I revolt to representation and pacifism, will run 3 specialists in the capital to hurry my 3rd GP for a golden age. After this reconfig, Democracy is 18 turns away (and GP due in 8 so GA will drop that) at sustainable science instead of 26 turns. Not bad.

1685 - On last turn of GA, Democracy in. Again Mao is my only acceptable trading partner (although Caesar is now pissed at him again, but I've already ticked off Caesar.) Optics + Gunpowder are all I can get but there is also some good gold. I revolt to US + Nationhood + Emancipation. I've been building some trebs and will now draft some muskets. I have to take out that barb city before someone else does or the barbs get rifling. BTW Pacal can research Satellites...not good...
Set research to Liberalism, after that go for Astro (still need calendar) for trade routes.


1745 - Pacal builds UN, 1st election is him over Mao. Pacal has 172 votes, Mao 133, me 75. I have enough land that if I can get to Environmentalism, I might be able to grow enough pop to pass Mao. Pacal has a whole generation of tech lead over the other AI's; from diplo modifiers I can tell he's never fought in any war. I really need to get one started but don't have much leverage to bribe with...

1775 - Astro in, I can open borders with Winston, Mao, and Pacal only ticking off JC in the process. Trade routes give big boost, but I'm still going to be in a tech hole for the rest of the game.

1780 - Interesting random event, in the sense that it's the most lopsided choice. Congress wants to impeach the president (come on Congress, this is GW, not Andrew Johnson, Nixon, or Clinton). Choice A is 6 unhappy "temporarily" in all cities balanced by 1 happy in all cities for 10 turns. Choice B is 2 turns of anarchy in the capital and +2 hammers for courthouses. From previous experience with other random events, I think choice A works like whip unhappy, so 10 turns of 6 unhappy, 10 of 5, etc...Really bad normally, and for a poor schmuck like myself would result in every city starving down to size 2 or so.

1848 - Looks like it's just about over. I just finished researching Biology. I had delayed Scientific Method for a few turns to finish building 2 monasteries for Judaism and Buddhism which spread to me relatively late - in my situation the +1 happy from FR, and +1 for temple are crucial. I'm heading for Environmentalism which will finally significantly ease the health burdens. A UN vote has just come up for it; I'm curious to see what happens as no one has Medicine yet. Once I get into Enviro one way or another, I will start farming selectively and growing as much as possible in hopes of enough population to pass Mao in the UN voting. But my diplo situation isn't very good; I gave into a demand from Genghis which ruined my relations with Winston and Hammurabi (later no longer relevant, got dogpiled in a war and has vassalized to Pacal).

The reason that it probably doesn't matter is that Pacal is full-tilting towards cultural; his first city just hit and his lowest city is at 39,000 and gaining 800/turn so there's very little time. GK has always had too much on his hands; Mao is afraid of Pacal's might (of course a whole separate issue is that I may never have gotten enough tech to bribe them into it) and I'm in no position to launch a cross-continental invasion to raze a legendary city.

1850 - Vote passes, I forget to closely check how my vote total measures up. GK is willing to declare on Pacal, Biology isn't enough. But I see some opportunities...I abandon Medicine.

1856 - After a couple turns of research, I get Physics from Winston for Bio. I get Steel from Pacal for Bio as well. In the interturn, GK gets physics, but bio and steel are enough to get him to declare. This is a really slim hope; it's like 9 turns until the last city goes legendary and the lay of the land is such that GK will have to capture 3 or so cities before getting close to any of the 3 cultural cities.

[Image: 1862AD.jpg]

1862 - here's my vote status. Still a ways to go. Not much has happened in the war; Maya captured and razed a city Genghis captured during the Hammy dogpile. I'm hoping that if GK kills a good number of units, Mao will lose his fear and be willing to join in. Winston and JC have too much on their hands so that's the only other potential person to bribe in.

1872 - Well, GK never made headway and Mao remained too scared. Pacal wins culturally. Check out the power graph:

[Image: final-power.jpg]

I understand why Mao wouldn't declare. The trends at the end showed just how futile my hopes were. Indeed, after the conclusion stuff I heard that one of the Khan's main cities was captured.

I don't think I've ever seen a game with a single AI this runaway. He was the only one to complete Apollo, had massive power advantage, and even after turning off research for a while at the end (AFAIK the AI's always use the culture slider when trying for that victory). Other graphs were similarly to his advantage. World wonders - me 1, GK 1, Rome 3, England 4, Maya however many left. Top five cities all Maya.

This was an interesting idea. I'm really curious if anyone managed to win. I wouldn't think it impossible for some of the top players, but in my particular game Pacal was so dominant that I'm not sure any amount of better play from me would have been enough. But hey, it was worth it for a tough challenge. In terms of Civ challenge - life balance this probably worked out better than Epic 14 (Boudica, Always War) where I could lose fairly quickly instead of winning in 37 hours. Thanks to Sulla.

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Anskiy