Can anyone spot what's wrong with this picture?
Hint:
Hint:
fnord
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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[SPOILERS] Thoth and Mardoc Pretend Piracy Pays as Pacal of Portugal
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The picture is blurry but if it's a picture of an extinguisher in an electrical room and there's something wrong, my guess is they've put the wrong kind of extinguisher in the room.
Edit: upon further review, yeah. They put a general purpose extinguisher in there. Nice job.
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
Dedlurker checking in.
Or as I prefer to think of myself: straight man. So what's this mod all about, anyway? I glanced at the thread Krill linked and saw a bunch of incremental changelogs, no unified one. I get the feeling there's a lot of changes, though.
EitB 25 - Perpentach
Occasional mapmaker (March 22nd, 2015, 07:40)spacetyrantxenu Wrote: The picture is blurry but if it's a picture of an extinguisher in an electrical room and there's something wrong, my guess is they've put the wrong kind of extinguisher in the room. Close...it's a water based fire extinguisher.
fnord
(March 22nd, 2015, 08:15)Mardoc Wrote: Dedlurker checking in. ![]() Quote:Or as I prefer to think of myself: straight man. Lots and lots of changes. Start with RtR and then.....add elf cottages (called forest preserves), Lumbermills that improve over time, remove anarchy and replace it with a 24 turn cooldown on civic swaps, civs now give a third trait, some trait changes (notably Philo and Ind) and a rework of how workboats and water tile improvements function..... I've been messing around in SP with it and I'm having a bunch of fun. *Forest preserves (ie elf cottages) are very good as are lumbermills (the final stage gives +1 food/+2 hammers/+1 commerce + railroad and or civic bonuses) ----> Forest chopping is reduced in value *Civic swaps and tech path need careful planning *civs no longer have starting techs, so it's all about the third trait + UU/UB (note that it is possible to pick a leader/civ combo that duplicates a trait. Not advisable, but it can be done) *specialists are now much more powerful in terms of yields (wonders and civics now give additional bonues) * Golden ages are weaker as they no longer give boosted GPP production or anarchy free civic swaps *Early religions are really nice but not essential (overall the importance of religion has been reduced) I'd like to play Boudicia of Ethiopia for this game. Agg/Chrm/Philo with a UB that gives 2 merchant slots and Oromos. Alternatively, pairing a Philo leader with an Ind civ or vice versa could be fun.
fnord
Early commerce is easier to come by:
*Writing gives +1 trade route (currency no longer does) *Monuments produce +2 commerce when running Paganism *Monarchy gives +5 gold and +5 beakers in the capital *Feudalism gives +1 beaker to barracks, granary, forge, marketplace, courthouse and library *Religion gives +1 gold/+1 commerce when present in a city So REXing is more affordable as are early armies
fnord
Hmm, sounds like the sort of thing that calls for Joao. I guess I shouldn't be surprised to see Krill happy to ease limits on REX, although I doubt it was a conscious bias.
EitB 25 - Perpentach
Occasional mapmaker (March 23rd, 2015, 09:37)Mardoc Wrote: Hmm, sounds like the sort of thing that calls for Joao. I guess I shouldn't be surprised to see Krill happy to ease limits on REX, although I doubt it was a conscious bias. Exp/Imp should be quite strong in the mod. Don't need Joe to get that combination though. Expansive civ + Imp leader or vice versa would do.
fnord
Spent some time in the new civilopedia...
Some fun combos: Alex (Phi/Agg) of Rome (Exp, Prats, Forums). Forums now add +50% GPP prod which synergises nicely with Philo's +1 settled GP per GP generated. Agg Prats need no introduction. ![]() Peter (Phi, Exp) of Mali (Ind, Skirm, Mint) Ind/Phi Mints now give +25% unit production as a bonus instead of +10% cash. Expansive for the cheap workers and cash buildings.DeGaulle (Ind/Cha) of Egypt (Philo, WC) Ind/Phi. Grab Henge, a religion and add some free settled Great Prophets. WCs now have a penalty vs Archery units but are still solid.DeGaulle of Russia (Philo, Cossacks, RI) RIs are now University replacements. Cossacks are awesome if you can get to them in time. 7 players in the game + the fact that this is a test game would tend to indicate an earlier decision point than Mil Trad. Bewbs of Ethiopia. Ag/Chrm Oromos + Philo to help produce some GMs to bulb towards Guilds/GP. Steles now give 2 merchant slots instead of the culture boost. Weakish peaceful expansion potential. Bismark of Korea: Expansive, Ind, Philo. Saewons are ok. Paired with Expansive (cheap Markets/Grocs) they will tend to be better as the average slider will tend to be higher thanks to more gold multiplier buildings in play. Cats that get bonuses vs melee units are ok. Pacal (exp/Fin) of Portugal (pro). Cheap workers, granaries, wbs, markets, grocers, banks and boosted Feitorias (replace shipyards. Add +1 hammer and commerce to water tiles). +1 commerce on tiles that produce 3+. (like say, water tiles with lighthouse and Feitoria )
fnord
(March 23rd, 2015, 12:53)Thoth Wrote: Peter (Phi, Exp) of Mali (Ind, Skirm, Mint) Ind/Phi It's your game, of course. But this is the one that sounds more interesting to me. Maybe Oracle into MC - forges become half-HE everywhere - pick up HA or swords or maybe even skirmishers and go kill someone. The other two early-Phi options have potential, too (Egypt, Rome). That seems like the trait that's most likely to be fun to test, anyway - good chance it's OP.
EitB 25 - Perpentach
Occasional mapmaker |