It's 50% of the amount that the other person's threshold goes up, I think. So for instance, on Epic it goes up by 75 points for the first 10 great people. And on Normal after the first 10 great people, it goes up by 100 (half of 200).GP points in an alliance should work the same as a team game.
Every time someone in your alliance gets a GP, the cost goes up by 50pts for everyone else.
Yeah, it's pretty close. The main limiting factor for me is that I'm leaving in a month, so either the game will need to be wrapped up by then or someone will need to permanently sub for me. If we're finishing in a month, that probably suggests a peaceful victory rather than a military one (which would take too long and be too hard, with the 4 vs 5).As to who will win the game. Its 4v5 in tightly aligned teams, and pretty even. Someone finished Robotics last turn. A team could maybe build a spaceship or something quickly, but if people start pursuing individual wins the backstabbing mayhem could be epic.
Elkad, Plako, Toch and myself on one side; Joshua, Elucidus, Dux, Clamburger and Hercules on the other side. Top half of the scoreboard vs bottom half, in fact.Cool, hope to hear of an epic battle. Who's allied with who?
Elkad, Plako, Toch and myself on one side; Joshua, Elucidus, Dux, Clamburger and Hercules on the other side. Top half of the scoreboard vs bottom half, in fact.
Says the guy with the big army.
Yes, techs are overrepresented on the scoreboard. Still, I'd rather have them than not.
One of the things I like about this game is that it seems to be a split between the alliances of State Property vs Corporations. Which game philosophy will win out? (Yeah, there are tonnes of other factors rendering this minor point kind of moot, but meh.)
I agree, the mission is completely broken (i.e. probably a factor of 10 too cheap). For only slightly more EP's than the single city revolt mission, you can force a civ to go into Anarchy for 1-3 turns to get their civics back (effectively like a massive city revolt mission for the entire empire). Alternatively, you can lock someone out of their favourite civics for the entire game, for only the cost of a few hundred EP's every four turns.I'd like to propose a new game rule.
Can we ban the use of the "Change Civics" Espionage mission? LP has discovered that it's use in multiplayer, especially with a no-double-moves rule, is broken. You can lock a player in your choice of civics for the rest of the game at a relatively cheap cost. Done correctly, you could never finish a turn under your preferred civics.
Ah, okay... I didn't check. Never mind then.I thought I was the only civ with State Property? The others as far as I know are in free market. (w/o corporations) I sure don't know why, I'm sure they have perfect reasons.
Where did you hear it mentioned - from him, or from someone else? It would certainly be a pain if he quitted so close to the end.Also I am subbing for Dux right now. Short notice and no one would have it any other way. Also I think he is quitting...????? He didn't seem to make a post about it but I heard it mentioned, maybe we need to get hellhound back... Pretty lame of him if he quits this close to the end