Instant Karma 3 civ/player, no AI

Posted to a Discussion Forum + emailed U a copy.
Hope it helps... unless against me or my civs.
 
gps'd to ImpK of France & others
----------------------------------------
No sooner does Peace come over the land :dance: ,
than the barbs' big bad axes come testing the borders.
Target practice just got tuffer. :sniper:
 
Posted to a Discussion Forum + emailed U a copy.
Hope it helps... unless against me or my civs.

I´m pretty sure something like this already exists on this website, but I´m too lazy to look it up. Also I think I might have spotted some minor errors.

I´ve just discovered Currency which means more money for me.
 
As i said, it is expanded & improved version of Leader/Civ Selector somewhere up here.

If there are errors (which, Mr Precise, i doubt) pls let me/us know & i'll correct.
 
Industrious doesn't give -50% maintenance, for one. ;)
 
"Happy" is spelled with two "p"s.
I don't think the Assembly Plant gives more unhealth than a regular factory.
The ziggurat is available with priesthood already.
You don't explicitely mention that num cav is cheaper and weaker.
Cho-Ko-Nus require Iron and are not immune to first strikes, however they have one extra of their own.
The mall gives +20%, not -5% Gold.
The ball court only gives two happy over a regular colosseum.
The pavilion gives no extra happiness, but +25% Culture.
Regular galleons can already go everywhere.
Financial gives extra commerce, not gold.
 
OK, OK. The thing isn't designed to go into every detail of every UU & UB. Many are abbreviated & short in order to keep column width reasonable & thus, the text large enuf for us old guys to read(!).

It seems I didn’t chek every detail of table I started from; I also found a few more details that weren’t correct for BTS v3.19. Assumed their info was correct.

Your list was good except:
Galleons cannot go into non-open border territory.

Num Cav strengths & weaknesses are shown in #’s. In fact, any move/strength/cost variances are in bold & color-coded green for better, red for lesser.

Commerce = gold 1st

I’ll send U corrected version.

U R more than welcome to expand upon it all U want for your needs.
 
Emperor :king: methinkso of China, how we doing?

It's been a couple of days & nothing. Partying hardy or forget us? :(

Anyone know of whereabouts?
 
gps'd to ImpK of France
------------------------------------
OK, :king: ZHR, i'll heed your warning (especially since U have an archer enforcer on the way :eek:), my Byz warrior is backing away from further exploring to the W.
We respect your wishes, wel-l-l at least thisone. :bowdown:
Can we agree that units (not stacks) can be next to border(s) without triggering warnings or worse, war? :think:
I hope this in turn will lead us to trading routes in the not-too-distance future? :hatsoff:
 
Can we agree that units (not stacks) can be next to border(s) without triggering warnings or worse, war? :think:

:lol: This is hilarious coming from you. :lol:

Anyone willing to supply Celtia with Stone btw? We can discuss the payment and timeframe of course.

Tolosa has been founded.
 
Can we agree that units (not stacks) can be next to border(s) without triggering warnings or worse, war? :think:

I have open borders with most teams on this planet.

For the teams I do not have this agreement with, they fit into exactly two camps:

1)
I'm willing to have open borders, but can't remember if I offered it and they turned me down, but might get round to offering it again. Yes, trade is an excellent idea.

2)
They killed my scout.
 
Vermin in Lakamha.

Still looking for Stone...
 
I have open borders with most teams on this planet.

For the teams I do not have this agreement with, they fit into exactly two camps:

1)
I'm willing to have open borders, but can't remember if I offered it and they turned me down, but might get round to offering it again. Yes, trade is an excellent idea.

2)
They killed my scout.
How can 1 replace your precious scout if he can't get in? :crazyeye:
 
Could we maybe put up the houserules in the first post so we don´t have to search the whole thread if we want to read up on them?

On that note, I propose an alteration on the rule of gifting units within the same team, if it is in fact prohibited entirely: I suggest that you may gift units to yourself but only if they are fully fortified, meaning having stayed in the same place for at least five turns and accumulated a 25% defense bonus. That way we can prevent abusing the system for doublemoves and also limit the types of units that can be gifted, as mounted and naval units do not gain fortification bonuses.
I thought about this rule since I noticed that it sure would be dandy if one civ could crank out warriors to garrison the secure core of the entire team, and even if you do not have to pay supply maintenance for units within your team's borders I´d rather have Celtic cities be guarded by Celts and Mayan cities by Mayans.

Additionally we could also allow the gifting of cities as long as it´s on the very first turn it has been founded, so Imperialist leaders can play to their strengths and build settlers for their whole team.

Everyone okay with this?

Celtia is still looking for Stone btw...
 
Back
Top Bottom