Player Order, Players, Leaders/Civs, Playing Slots & Contact Information:
All emails are with Gmail.
1. Dreylin: Beeri Brawl of the Luchuirp, (window 9 PM - 12 AM), DreylinWillowbark
2. Bobchillingworth: Arendal of the Ljolsofar, (windows 9:30-10 AM, 8 PM - 1 AM), Bobchillingworth
3. DaveV: Flauros of the Calabim, (windows 4-7 AM, noon-1 PM, 6-9 PM), rbdavev9
4. Auroracher: Auric Ulvin of the Illians, (windows 6-10 AM, 1-4 PM), aharoheinila
5. Plako: Tebryn Arbendai of the Sheaim, (window noon-3 PM), plako.plako
Save Tracker
EitB v12 Changelog:
Settings:
Recruiting post:
All emails are with Gmail.
1. Dreylin: Beeri Brawl of the Luchuirp, (window 9 PM - 12 AM), DreylinWillowbark
2. Bobchillingworth: Arendal of the Ljolsofar, (windows 9:30-10 AM, 8 PM - 1 AM), Bobchillingworth
3. DaveV: Flauros of the Calabim, (windows 4-7 AM, noon-1 PM, 6-9 PM), rbdavev9
4. Auroracher: Auric Ulvin of the Illians, (windows 6-10 AM, 1-4 PM), aharoheinila
5. Plako: Tebryn Arbendai of the Sheaim, (window noon-3 PM), plako.plako
Save Tracker
EitB v12 Changelog:
Balance Changes:
• Military State: Moves back to Military Strategy (from Warfare).
• Conquest Civic: Moves back to Warfare (from Education).
• Planar Gate: Cost reduced from 200->100h
• Pallens Engine: Cost reduced from 180->120h
• Alduria Chambers: Cost reduced from 180->120h
• Reliquary gains a priest slot.
• Wane requires level 5 (not 6)
• Queen of the Line 9->16str
• Airship divorced from Queen of the Line, Kuriotates can build both
• Abashi gains the hero promotion
• Drifa gains the hero promotion
• Eurabatres gains the hero promotion
- Reliquary cost changed from 60h->45h
• Lairs:
- Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
- Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
- Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
- Only Level 4+ units can explore Unique Features. (8/10XP minimum)
- Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
• Naval Promotions:
- Longshoreman now loses one combat (instead of one cargo)
- Buccaneers now loses one cargo (instead of one move)
- Skeleton Crew now loses one combat, gains two cargo
• Sidar Palace gives +1g to priests
• Warrens give +10% maintenance
• Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)
• Creative gains +100% speed Public Baths
• Workshops receive +1h base, lose +1h at Guilds
• Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)
• Pact of Nilhorn price reduced to 250h base (167h quick)
• Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.
• Tolerant Trait gains March (temp fix)
• Foreign Trade loses +1 trade route coastal; gains +50% trade-route yield.
• Planar Gate Units are now Sheaim Unique Units
• Monks gain Drill 1, Mobility 2, lose 2 base moves
• Monks can now upgrade to all Priests
• Favored promotion is now open to all unit classes (is not lost on upgrading)
• Fix First Turn bug
• Order units spawn with chance 100%
• Windmills now require construction (instead of engineering)
• Number of turns between revolts reduced to 8 (so two can be fit in Gold Age)
• Triremes have +50% vs. Galleys
• Elephants go to 60h (still unbuildable, but cost to upgrade to WE is reduced substantially)
• Naval units gain +50% vs. Disciple units Cultists(Mod Notes: hard-coded in.)
• Calabim can build Elder Council's if they have the Philisophical trait
• Aristocracy gives -20% distance maintenance (from -40%)
• Forts available at Masonry
• New Improvement: Bannor Town. Means that Bannor now don’t lose economically from spawning Demagogs
• Chance of Demagog spawning goes from 20%->100%; time to upgrade from Bannor Town to Town adjusted accordingly
• Loyalty Spell now removes Burning Blood promotion, and vice versa
• Added a disclaimer to the Human Hyborem/Basium options saying they don't work
• Shadowriders are now Horse Rider replacements with +1 Poison Strength, Hidden Nationality, Causes Collateral Damage (max 30%), cost 180h
• Nightwatch now have 3/2 Strength, 2 Poison Strength, require Archery (instead of Bowyers), and Guardsman/Marksman promotions (in addition to current stats
• Extort spell now requires Shadow III
Civilopedia Changes:
• Summer Palace: Pedia Background and Strategy Entries updated/filled in.
• Winter Palace: Pedia Background and Strategy Entries updated/filled in.
• Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
• Boar Rider: Pedia Background and Strategy Entries updated/filled in.
• Ljosalfar Palace: Pedia Background Entry updated/filled in.
• Added new Bannor Town pedia entries
• General Palace: Strategy entry created/filled.
• Tax Office: Pedia Background and Strategy Entries updated/filled in.
• Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
• Dwarven Slinger: Pedia Background Entry updated/filled in.
• Stonewarden: Pedia Background Entry updated/filled in.
• Military State: Moves back to Military Strategy (from Warfare).
• Conquest Civic: Moves back to Warfare (from Education).
• Planar Gate: Cost reduced from 200->100h
• Pallens Engine: Cost reduced from 180->120h
• Alduria Chambers: Cost reduced from 180->120h
• Reliquary gains a priest slot.
• Wane requires level 5 (not 6)
• Queen of the Line 9->16str
• Airship divorced from Queen of the Line, Kuriotates can build both
• Abashi gains the hero promotion
• Drifa gains the hero promotion
• Eurabatres gains the hero promotion
- Reliquary cost changed from 60h->45h
• Lairs:
- Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
- Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
- Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
- Only Level 4+ units can explore Unique Features. (8/10XP minimum)
- Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
• Naval Promotions:
- Longshoreman now loses one combat (instead of one cargo)
- Buccaneers now loses one cargo (instead of one move)
- Skeleton Crew now loses one combat, gains two cargo
• Sidar Palace gives +1g to priests
• Warrens give +10% maintenance
• Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)
• Creative gains +100% speed Public Baths
• Workshops receive +1h base, lose +1h at Guilds
• Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)
• Pact of Nilhorn price reduced to 250h base (167h quick)
• Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.
• Tolerant Trait gains March (temp fix)
• Foreign Trade loses +1 trade route coastal; gains +50% trade-route yield.
• Planar Gate Units are now Sheaim Unique Units
• Monks gain Drill 1, Mobility 2, lose 2 base moves
• Monks can now upgrade to all Priests
• Favored promotion is now open to all unit classes (is not lost on upgrading)
• Fix First Turn bug
• Order units spawn with chance 100%
• Windmills now require construction (instead of engineering)
• Number of turns between revolts reduced to 8 (so two can be fit in Gold Age)
• Triremes have +50% vs. Galleys
• Elephants go to 60h (still unbuildable, but cost to upgrade to WE is reduced substantially)
• Naval units gain +50% vs. Disciple units Cultists(Mod Notes: hard-coded in.)
• Calabim can build Elder Council's if they have the Philisophical trait
• Aristocracy gives -20% distance maintenance (from -40%)
• Forts available at Masonry
• New Improvement: Bannor Town. Means that Bannor now don’t lose economically from spawning Demagogs
• Chance of Demagog spawning goes from 20%->100%; time to upgrade from Bannor Town to Town adjusted accordingly
• Loyalty Spell now removes Burning Blood promotion, and vice versa
• Added a disclaimer to the Human Hyborem/Basium options saying they don't work
• Shadowriders are now Horse Rider replacements with +1 Poison Strength, Hidden Nationality, Causes Collateral Damage (max 30%), cost 180h
• Nightwatch now have 3/2 Strength, 2 Poison Strength, require Archery (instead of Bowyers), and Guardsman/Marksman promotions (in addition to current stats
• Extort spell now requires Shadow III
Civilopedia Changes:
• Summer Palace: Pedia Background and Strategy Entries updated/filled in.
• Winter Palace: Pedia Background and Strategy Entries updated/filled in.
• Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
• Boar Rider: Pedia Background and Strategy Entries updated/filled in.
• Ljosalfar Palace: Pedia Background Entry updated/filled in.
• Added new Bannor Town pedia entries
• General Palace: Strategy entry created/filled.
• Tax Office: Pedia Background and Strategy Entries updated/filled in.
• Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
• Dwarven Slinger: Pedia Background Entry updated/filled in.
• Stonewarden: Pedia Background Entry updated/filled in.
Settings:
Game Speed: Quick.
Difficulty: Emperor/Immortal
Barbarians: Normal or Raging Barbs, depending on difficulty.
Orthus: Off.
Huts: Off
Lairs: Off
Start Era: Thaw (i.e. the first one)
Wildlands: Off
Living World: On.
Diplomacy: AI only.
All Unique Features: Off
Advanced Start- Off.
Variant Gimmick- None.
Map Requests- Neither gigantic nor tiny. Scripts that don't get much play are cool. Depending on how settings votes go, in my mind more variable stuff like lairs being present = less expectation of map balancing. Also, not mirrored.
Difficulty: Emperor/Immortal
Barbarians: Normal or Raging Barbs, depending on difficulty.
Orthus: Off.
Huts: Off
Lairs: Off
Start Era: Thaw (i.e. the first one)
Wildlands: Off
Living World: On.
Diplomacy: AI only.
All Unique Features: Off
Advanced Start- Off.
Variant Gimmick- None.
Map Requests- Neither gigantic nor tiny. Scripts that don't get much play are cool. Depending on how settings votes go, in my mind more variable stuff like lairs being present = less expectation of map balancing. Also, not mirrored.
Recruiting post:
I'm looking to start a new PBEM. FFH, EitB, BTS, Krill Mod / Other Krill Mod / I Can't Believe It's Not Krill Mod, Planetfall (lol), Dune Mod We Briefly Talked About Years Ago Without Actually Trying, whatever!
Variants are fine as well, don't really care. Doing another all-random game sounds fun. My only concern is that there be five players. No more, no less. Otherwise, whatever.
If you're interested in a PBEM of any variety, post below what you're up for. We can roll once we have five people agreed on any given type.
Variants are fine as well, don't really care. Doing another all-random game sounds fun. My only concern is that there be five players. No more, no less. Otherwise, whatever.
If you're interested in a PBEM of any variety, post below what you're up for. We can roll once we have five people agreed on any given type.