#1 Re: Augmented2 » more vikings and drakars... and canoes, caravans, carts, cog etc... » 2020-07-31 13:38:26

yes and why not make caravans, carts, cogs persistent too? collecting and discharging town shields ?

#2 Augmented2 » more vikings and drakars... and canoes, caravans, carts, cog etc... » 2020-07-30 09:53:46

Replies: 2

1 special units should be allowed per town instead of per nation....?

#3 Augmented2 » samoura unts...to debump » 2020-07-30 09:48:17

Replies: 0

due to their appearance too early in tech tree and without much historical context and because
they just break the game too early (as it happened in LT-AU1), I think judicious to change the parameters of these units:

* HP15 to HP10 or so...
* D4 to D2....
* A5 to A4...
* MP2 to 1

but maybe,   and after all,  samurai are fast units by nature,  there is a case to increase their firepower instead ?

#4 Re: Augmented2 » Hall of fame » 2020-05-19 08:06:11

the trick is to build near fish lakes !

#5 Augmented2 » return to x1 TC constant » 2020-04-04 08:45:25

Replies: 3

my guess is that with the augmented rule-set there is a finer precision into the technologies to manage and hence the game is busier.
this is why I think there is no need to raise the TC steps "speed".

are you for or against?

#6 LT52 » possible idlers » 2020-04-01 07:30:37

Replies: 3

from this T4 , Jonny_sod has not check in since the beginning...

not sure what to do with thy units ?

#7 Re: LT42 » How to fix game-breaker anarchy » 2019-02-04 12:31:08

well what happens when in genuine  gov transition? it does not sound right to put all cities in revolt for x-turns...

#8 Re: LT42 » How to fix game-breaker anarchy » 2019-02-02 12:07:30

ptizoom wrote:

you can't put all the cities in revolt during anarchy, is this going from one extreme to the other ?

Corbeau wrote:

Why not? Keep in mind that the first extreme is nothing else but an oversight.
Also... Anarchy, okay?

but anarchy should be still playable in that game.

mainly trades is affected and hardly nothing can be taxed into general gold/science/happiness ?
and army units should "consume" even more food and gold ?

anarchy could be modeled itself to natural governments (cf. https://www.youtube.com/watch?v=dQn1-mLkIHw) and be lesser than tribalisme.

ptizoom wrote:

pti-a)-to loose the influence of any palaces?

Corbeau wrote:

I don't understand any of this.

I experienced it when I lost my palace in LT42 (.^.) . then science and gold input dived down...
please try it for yourself... if you really still don't understand.

#9 LT42 » democratie vs communisme in LT42 » 2019-02-01 18:04:48

Replies: 1

I have played a bit of that and found that communism had been lessen...

it is really tight to balance tax/research/happiness, fine,
but it makes hardly playable and worse than democratie;

may be it is the effect intended?

"... Libraries and Universities actually decrease corruption, especially in Communism ...
Also, Stock Exchanges don't work under Communism at all, and Banks don't increase Luxuries.

and yes, research should become quite tight and impossible....

"... But the goal is to increase production and make making people happy a bit more difficult.-..."

so I tryed the "Five Years Plans" and could hardly make it feel.

I was spending 272 gold on army And had a balance of +23g

rightly so, war is not cheap, but anyway... I could afford 3 times even better under democratie...

so the point of totalitarisme is lost.

pti-a) communism , as totalitarian kind of regime,
should allows to enslave citizens to some sort and bring them to do things cheaply for less food and luxuries.

pti-b) I mean under democratie any units upkeeps should be 300% times more gold expensive I think....?

to make regimes interesting, they have to bring an ascendant of some sort. and communism compared to democratie does not.

well this is my p.o.v.... what is yours?

#10 Re: LT42 » How to fix game-breaker anarchy » 2019-02-01 17:13:01

you can't put all the cities in revolt during anarchy, is this going from one extreme to the other ?

I though maybe going towards the penalties of being is anarchy are

pti-a)-to loose the influence of any palaces?
(just this makes it hard to keep stuff)
(idlers also should loose increasingly the influence of the palaces and increase disorders in cities: deity is gone!).

pti-b)-and waste, corruption,  military units food, gold, up-keep consumption could increase by (x + .1) * [10-33]%  as from tribalism/despotism.

pti-c)-disorder rules could be kept the same as tribalism ?

that is my take. thx.

#11 Re: LT42 » Idlers » 2019-01-24 19:27:42

I am not sure it is right to be idler for long...

- can those be more and more susceptible to civil war and unrest as time goes by, like unhappy citizens loosing their ruler!
- disasters could strike more on idlers!
- also when not delegated, or if a those already a destitute nation ( under AI control!) could they go into cautious more-defensive mode, an AI should be worked out for that.
-an AI should not be replaced by a players.

#13 Re: LT42 » usefullness of the diplomate.... » 2018-11-17 08:17:20

ok, but why made diplomats so gold expensive if they are not doing much any more?

#14 LT42 » usefullness of the diplomate.... » 2018-11-10 09:07:21

Replies: 2

in this LT42 diplomats are gold expensive,
good only as ambassador, bribing units.
I am not sure this are effective units to break walls or casernes.

is this a good understanding?

#15 Re: LT42 » accounts of those who lost a tree of science and cannot recover it.... » 2018-11-10 09:01:05

I mean that I suspect the algo for science "retrieving" is not working, and weird thinks will happen then.
I had already a bad experience in 2.5 . may be someone will shade this too.

#16 LT42 » accounts of those who lost a tree of science and cannot recover it.... » 2018-11-06 09:15:18

Replies: 3

this your post if you fell like me, that tech upkeep is buggy...

#17 Re: LT42 » New test game started » 2018-11-06 08:48:46

anyway, it does not concerns humanoids, as those would space towns more like 3 to 5 squares apart.
as for humans... one could remember napoleon's say https://fr.wikipedia.org/wiki/Impossibl … n%C3%A7ais

#18 Re: LT42 » New test game started » 2018-11-05 08:10:52

actually it seems xavier has setup the LT42 ruleset also on...


cities range to 1 creates an impossible map for the gui !

#19 Re: LT42 » The signups for LT42 are now open » 2018-10-09 08:29:17

it is bad luck to play with a random nation...

#20 Re: LT42 » The signups for LT42 are now open » 2018-10-03 06:07:25

it must have been after passing through this massive black hole; are "we" not running the same post server ?
I can't even retract my LT42 participation...a menu is missing.

#21 Re: LT42 » The signups for LT42 are now open » 2018-10-02 05:21:53

there is a bit of problem with the web-gui

how can I modify my nation of predilection ?


#22 Re: LT43 » Victory post » 2018-09-30 18:13:34

well, I see  indeed,  chill gave up and shone away from the 1000 tanks without delegating....:

chill wrote:

I am resigning from LT43. It is just a matter of time anyway and I won't have time for both LT43 and the upcoming LT45 given my current workload. 

Well played guys--congratulations!

... shame on our alliance.

#23 Re: LT43 » Victory post » 2018-09-30 18:07:05

hang on, the game disappeared for weeks even the 23/09 it was not on, so how can we say it is ended?
and so no one could contest the end.

what was said, is that chill, sigur + delegations ,and I wanted to try  out nuclears. I saw zoltan even turning up once, since  kamBLR had found a secret way of unlocking the neutron... and now we are back at it.
how is this can be the end?

#25 Re: LT43 » Looks like LT43 has stopped for some reason » 2018-08-24 05:50:20

ah...this is re-insuring. not an extraordinary DOS after all? it is not Zoltan shaking the board. come on Dim ... bring it on. we had time to regroup all our units in one town!

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