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Please read the entire thread before signing up. Thank you.
Meapak_Ziphh and Hassybaby are cohosting
no coaches for you baddies
It's Heavily Themed! + Show Spoiler [Important Posts] +
Introduction: Mafia is an educated guessing game of epic proportions. The objective of the game is to lynch or kill all mafia members before they outnumber the rest of the town. It's much like a game of poker because mafia members are also part of the town during the day and may manipulate the vote to their liking. If the mafia at any time outnumber or equal the townspeople, they win. The town's goal is to lynch all the members of the mafia.
The game is typically very active, so the thread will get big quickly. However, it is essential to read the thread to play the game. If you do not have the time or patience to read the whole thread, do not play. I will not compensate for ignorance.
Rules: Cheating: Cheating includes (but is not limited to): 1. Posting after death. You may have one polite goodbye post, but it may not contain any potentially game-changing information. 2. Ruining the game by doing something like hand out your mafia's member list to the town. 3. Logging on to someone else's account to get their role or looking over someone's shoulder to get their role. 4. Comparing role PM times to determine roles. 5. Posting screenshots of your inbox. 6. Posting or sharing any PM you receive from a host. 7. Getting yourself modkilled to help your team. Your non-majority-decided death may not be used as a bargaining chip. 8. Signing up more than once using smurf accounts. 9. Betting items outside of the game in exchange for in-game benefits. 10. Sharing accounts with other players unless cleared by the host in advance. Otherwise, only you may post on your account. 11. Breadcrumbing the specific phrasing of your role PM. Do not compare the phrasing in your role PM to prove your alignment. You can claim the abilities you have, but you can't use the specific phrasing of your role PM. Cheating is not tolerated here. The punishment will be severe.
Posting: Mod Font: This is mod font. It is reserved for moderators. Please do not use it.
Rules specific to this game are also shown in blue text in this thread.
Question Font: This is question font. Use it to ask the moderators questions about the rules. Please do us a favor and read the rules before you ask anything.
Activity: You must post in this thread once per day/night cycle every day while you are alive. If you fail to do so, you will be replaced.
Let this be your warning that I will replace for inactivity that falls under this rule. If you are obviously purposely trying to skirt around this requirement you will be replaced as well. If in doubt, PM me if you will have to be inactive for some time period that exceeds 24 hours. My goal is for no one to be replaced this game. To prove that you have read and understand this, please add "I will not be replaced" to your /in post. Any /in post that does not contain this phrase will not be counted.
Modkills will only occur under very extreme circumstances.
Smurfs:
On April 26 2011 13:22 mikeymoo wrote: Smurfs must PM the host because TL doesn't allow multiple accounts otherwise. If the host is unaware of smurfs, you (and/or your smurf) can be banned for having multiple accounts.
Spam: I don't care if you spam. If you think it will help you win, by all means go ahead. (this is within reasonable limit; if you, for example, create a script that floods the thread, then ofc your ass will be grass and I'll have the weedwhacker)
Editing: Editing is not allowed for any reason. Editing will result in a warning. After that, you will be modkilled. This is the one part of the site where it is okay to be double posting, even triple-posting. While I ask for everybody to post as concisely as possible, post again if you have to edit anything.
Inappropriate posts: If you want to post something insulting or inappropriate and know the TL mods would have a problem with it elsewhere, don't post it here. If you do, a host will warn you or modkill you and request that you be banned from future games. The hosts have the final say on what is inappropriate. If you do not like how someone is talking to you, please PM a host, Flamewheel, or Mig before involving the TL staff. If you are unsatisfied with how the situation is resolved, then you can appeal to the TL staff normally.
Reporting posts: The report button is a nice feature for regular TL, but not for this forum. We prefer to deal with things in house if possible to avoid confusion among the TL staff. If you have a problem with how someone is posting, talk to the host, co-host, Flamewheel, or Mig before using your report button. Please do not use your report button for anything other than inappropriate posts which you feel are not being dealt with adequately.
Ban discussions: Please wait until this game is over to talk about modkills and bans resulting from this game.
Play to win. This means you play your best to help your team win while you are alive and in the game. However, this does not mean that you should try to win by being a jerk to the other players so they all want to quit playing.
This also means that you cannot leave the game without a good reason without a ban. These situations will be dealt with on a case by case basis. PM your host if you need to leave the game.
You have been warned.
Out of thread communication: It is common for mafia (and town circles if PMs are allowed) to use a medium outside of TL such as QuickTopics or IRC to communicate during the game. Please be mindful that other players may be more tech savvy than you and they may attempt impersonate members of your team or attempt to infiltrate your chat. You use these media at your own risk.
Voting rules: 1. Voting is done in this thread. Please keep votes here, and only vote here. Do not PM me your vote. 2. Please vote in the following format: ##Vote Qatol. Votes not done in the correct fashion will not be counted. I will update vote counts whenever I get the chance. 3. No conditional voting. 4. You may vote for yourself. You may not vote for anyone dead or outside the game. 5. In the event of a tie the person with the most votes first is lynched. 6. Voting is mandatory. You may NOT abstain. 7. Players may vote for a no-lynch by posting ##vote no-lynch. 8. This game runs on a plurality voting system. In other words, the person with the most votes will be lynched at the end of every day. In the case of a tie, everyone who is tied will be lynched.
Signups: This game is open to anyone with preference for committed and active players. Signups will remain open until all 13 spots have been filled.
Game-specific rules: Modkills: This game follows the TL Mafia Ban List. If you are modkilled, your punishment will go beyond being eliminated from this game. Please refer to it for questions about your punishment. If you want to use this game to sit out your ban, please PM Flamewheel or post in the Ban List.
Replacements This game uses replacements.
I will make exceptions only on the basis of extraordinary circumstances, but if you are replaced I will request for a 2 game ban. In such circumstances, it is the player's responsibility to find his or her own replacement and I will consider each individual on his or her own merits.
Clues:
There are no alignment-related clues, however the descriptions of civilizations have clues related to their powers.
PMs PMs are generally not allowed in this game unless otherwise specified. Specifically, there will be limited PMs during day 0: each player may choose one other player to PM (this request must be made directly to the hosts) and this PM ability ends if there is no sort of alliance between the two players at the end of d0. Alliance rules will be clarified under the section Alliances.
Time Cycle: This game will follow a 24 hour night/48 hour day cycle. In case I am not able to post around deadline, any votes after the 48 hour mark will not count and the game will be put on halt until the night post is up. Currently the deadline is 00:00 GMT (+00:00), but that is subject to change. Actions/votes will be accepted up to and including the posted time, but not after.
Drafting Phase:
The first phase of the game is the drafting phase. It will last 48 hours in total, and will be number picking and civilization picking simultaneously. You may also begin PMing players for alliances.
Essentially you will pick two numbers between 1 and 20 in the form of [M][N] and PM them to me along with a list of preference of civilizations, from greatest to least preference.
In other words if your #1 choice of civilization is the Mongols, you would place Mongols at #1 and your second choice at #2 and so on.
My pick PM might look like this:
+ Show Spoiler + [10][6]
1. Persians 2. Britons 3. Mongols 4. Celts 5. Franks 6. Teutons 7. Chinese 8. Goths 9. Japanese 10. Vikings 11. Turks 12. Saracens 13. Byzantines
You will receive the highest priority civilization that was unpicked during the draft phase. Everyone will have a different civilization. The drafting order will be revealed, but each player's civilization will not be.
The rules are as follows:
+ Show Spoiler + The draft order works like this. Every player will pick 2 numbers between 1-20 and PM me. Once I have everyone's selections I will reveal the draft order.
The first number closest to 1 that is picked will be first in the draft order. Of course that would be too easy so if several players pick the same # they ALL will be reset to last in the draft order. Then I would move on to the next lowest number (in this case 2) and the same rules apply. If no other player has picked the # 2 while someone else has, they will become first in the draft order. And so on until I get to #20.
Now the second # picked is used to determine who goes first in the event of players picking the same number. The lowest # of the second # goes first and so on. In the event players picked the same 2 numbers I will once again reset them to the back of the queue(for the order they are in).
Player A - [4][19] Player B - [1][12] Player C - [1][6] Player D - [7][8] Player E - [3][4] Player F - [7][8] Player G - [7][20]
Players B and C both picked 1. They go to the back of the queue. Player E is the next lowest # and the only one that picked 3. He/She goes first. Then player A since He/She is the only one to pick 4. Then Player D would have been next with 7 ahead of B and C, but Player's F and G also picked 7 so they both go behind Players B and C.
Current Order: Bolded players are locked into position.
Player E Player A Player B Player C Player D Player F Player G
Now I just resolve Players B, C, D,F and G. Between B and C, I look at the second #. B has a 12, C has a 6. So C gets to pick before B.
Current Order: Bolded players are locked into position.
Player E Player A Player C Player B Player D Player F
Now between D,F and G they all picked the same 1st numbers [7][?]. So I look at the second number to determine their order. Player G has a different number [7][20] whereas D and F both have [7][8]. Same rule as before and G gets to pick before D and F.
Player E Player A Player C Player B Player G Player D Player F
In the case of D and F I roll a dice to determine who goes first since they have the same 2 numbers. For arguments sake lets say F got a 1 and D got a 3 on a dice roll. F goes before D.
Player E Player A Player C Player B Player G Player F Player D
*note: There is a new rule in place. In the event that your first AND second numbers clash with another player you both go straight to the bottom of the order. So if 3 players picked [4][1], [4][1] and [4][7] the 2 players with [4][1] are bumped below the player that picked [4][7] along with the original bump. All in All the most unique number combination gets priority.
Remember once this phase is done you will know the draft order publicly. You just wont know who picked what and what roles got picked.
Once the drafting phase is over all civilizations will be assigned and the game progresses into an additional 24 hour alliance picking phase.
Alliances:
This game is very different from your normal game of mafia. In this game you may form alliances of up to four players. To form an alliance, by the end of d0 you must PM the host with your request of players to form an alliance with. The request MUST be mutual. If it is mutual, you will join in an alliance together. If there are any one-way requests, there will be no alliance between the two players. These alliances may be broken at any time, and if they are broken, you may not PM them or join forces any longer.
Your wincondition will be to eliminate all non-allied players, and if your alliance is broken, your former allies will be your enemies.
Only alliance requests during the 24 hour alliance picking phase will be accepted. PM requests will be accepted during the drafting phase, but alliance picking requests will be ignored.
Here is an example of possibilities:
+ Show Spoiler + There are four players A, B, C, and D.
Player A requests to be in an alliance with both players B and C.
Player B has requested to be in an alliance with both players A and C.
Player C has requested to be in an alliance with players A and D.
Player D has requested to be in an alliance with players B and C.
The alliances are as follows:
Player A is in two separate alliances with players B and C. He may consort with both players in PMs as he wishes. As long as both of these alliances exist, Player A wins when Player D is defeated, because he is not allied with Player D. He may join forces with Players B and C and even both (if they are also allied).
Player B is in an alliance with player A and no one else, as he has not requested to ally with Player D and player C has not requested to ally with him. Thus, as long as his alliance with Player A holds he wins when both Player C and Player D are defeated.
Player C is in an alliance with both Player A and Player D. He will win when Player B is defeated, as long as his alliances hold.
Player D is in an alliance with Player C but not with anyone else, because he has requested an alliance with Player B but the request was not mutual. As long as his alliance holds he will win when both Player A and Player B have been defeated.
Credits: Thanks to anyone who has ever hosted a game. This list grows ever longer. Thanks to everyone who helped balance this game.
If you have not read all the rules, go back and do so. I will not compensate for ignorance.
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General Game Mechanics:
This game has several complex game mechanics that are different from normal games. Because everyone has these basic abilities, it is imperative that everyone read these mechanics and rules carefully.
Players win when they have eliminated all others not in their own alliance.
For reference/dull reading, here's a link to some brief histories of the civilizations on Microsoft's website:
Civilization Histories
The basic game abilities function almost identically to how the game handles. This is an RTS game: thus, the heart of the game is resource gathering and unit production. This game will be no different. During each day, a player will be given two production choices (unless otherwise specified by a civilization-specific ability) that the player may use on one of several different possibilities:
1. Production of villagers, which will increase resource output per cycle (as the player assigns them). Villagers cost 50 food per batch of 3.
2. Production of military units, which include cavalry, archers, infantry, ships, and siege weapons. Costs are described below for batches (query for specifics via PM)
3. Research production, which may advance you to a new age (and thus give you access to stronger units) or strengthen your units. Blacksmith costs are described below. Age up is 800 f, 200 g to castle and 1000f, 800g to Imperial (unless affected by civilization bonuses). Age up will be announced during the nightpost for everyone.
4. Production of buildings or defenses, which may open new avenues to other types of production or research.
You may use your choice within a category (i.e. two choices toward military: archers and knights) Your production is limited by rate. Rate of production is simple:
1 batch of units per unit-producing building (i.e. if you have 1 archery range you can produce 1 batch of archers for a production cycle). If you build more buildings (i.e more archery ranges) you can produce more batches for one production choice, dependent on how many buildings you have.
Update: Trading:
You may tribute resources to an ally by specifying which resource and how much you want to send them along with your production PM. I will add the tally and the receiving player will be able to use the resources on the NEXT day, but the sending player will have his amount deducted on the SAME day.
Map Mechanics:
The maps are as follows:
Continental (land with rivers) Island (water) Arabia (arid land) Mediterranean (water and land) Black Forest (forested land) Arena (arid land, everyone starts with walls) Archipelago (water)
Each civilization has specific maps that favor it, as described in the civilization section.
On purely water maps such as island and archipelago, one must build ships before attacks on other players are possible. Transport ships will move units and warships can fight on water. Landing against an opponent requires you to be able to defeat their navy first.
On land and water hybrid maps continental and mediterranean, both water and land attacks are possible.
On land maps, you may choose to scout one opponent per day.
On Black Forest, players are spawned with forest surrounding them. Thus, they are given limited pathways (they may not attack all players directly.) They may move through adjacent allies. For example, at the beginning of the game a player may only be able to move north: he must defeat his northern enemy before being able to move further to attack other players. On the other hand he may also only be attacked from the north. Each player will be given a view of the map from his position at the beginning of the game for a Black Forest game. As he scouts and encounters pathways and enemies, the map will be updated. Scouting only works by giving the scout directions.
On water maps, you may scout using a fishing ship.
On any map that has water on it (except continental) you will start with a dock and can make ships immediately.
Game Start Mechanics:
When the game begins, you will be given a set of starting resources, a scout, and starting villagers, dependent on your civilization. You will also inherit the ability to produce cavalry, archers, and infantry (though to build infantry and siege weapons you will need to age up and/or build a building)
Resource gathering: you will begin with 8 sheep which have 100 food each. Once these run out you have to build farms (which cost 60 wood) but will have unlimited food. You may only put ONE villager per farm. Stone cannot be gathered. Gold and wood are both unlimited and gather at 100 per day per villager.
You will begin in the Feudal Age and you can age up to Castle and Imperial for 800 f, 200 g and 1000 f, 800 g, respectively. These age-ups count as research production (but you may not produce villagers unless you have an extra town center)
Unit Mechanics
Every civilization can produce basic units. Basic unit stats can be modified by upgrades and civilization bonuses.
Units are created in batches. (thus you will not get 1 individual unit for a production batch, you'll get between 2 and 10 depending on the expense of the unit; things like elephants will come out in 3s while knights will come out in 5, spears in 10s, etc. This is to make the battles more exciting).
Standard rules:
Unique units as described in PMs. All non elephant cavalry in batches of 5. All foot units in 10s. All siege units in 2s. (rams, mangonels, trebuchets; 160w 75 g, 160 w 135 g, 200 w 200 g respectively)
Unit stats follow the basics from Age of Empires 2. For reference, they are provided here (for most units):
+ Show Spoiler + Note: All ranged units use piercing attack. All melee use normal attack. Ar/PAr stats refer to armor and piercing armor, respectively. Armor reduces damage from normal attacks and piercing armor reduces damage from ranged attacks. Blacksmith upgrades are as follows. The first upgrade is initially available, and each upgrade afterward requires age-up to Castle and Imperial Age. Not all upgrades are available for all civilizations. Armor for cavalry: first upgrade +1/1 Ar/PAr. Cost 150 f. second upgrade +1/+1 Ar/PAr. Cost 250f, 150 g. Third upgrade +1 Ar/+2 PAr. Cost 300 f, 225 g. Armor for infantry: first upgrade +1/1 Ar/Par. Cost 100 f. second upgrade +1/+1 Ar/PAr. Cost 200f, 100 g. Third upgrade +1 Ar/+2 PAr. Cost 300 f, 150 g. Armor for archers: first upgrade +1/1 Ar/Par. Cost 100 f. second upgrade +1/+1 Ar/PAr. Cost 150f, 150 g. Third upgrade +1 Ar/+2 PAr. Cost 250 f, 250 g. Attack for melee units: first upgrade +1 Atk. Cost 150 f. second upgrade +1 Atk. Cost 220f, 120 g. Third upgrade +2 Atk. Cost 275 f, 225 g. Attack/range for archers/ships: first upgrade +1 Atk, +1 range. Cost: 100 f, 50 g. second upgrade +1 Atk, +1 range. Cost: 200 f, 100g. third upgrade: +1 atk, +1 range. Cost: 300 f, 200 g.
If there are two values listed (A/B) then the first value is the stat for the base unit and the second is for the upgraded version.
Unit Name Cost HP Atk Ar/PAr Rng Upgrade Cost Attack Bonus Militia | 60F,20G | 40 | 4 | 0/1 | 0 | 100 f, 40 g | Man@Arms | 60F,20G | 45 | 6 | 0/1 | 0 | 200 f, 75 g | Castle Age Long Swordsman | 60F,20G | 55 | 9 | 0/1 | 0 | 300 f, 100 g | Imperial Age 2H Swordsman | 60F,20G | 60 | 11 | 0/1 | 0 | 750f, 350 g | Champion | 60F,20G | 70 | 13 | 1/1 | 0 | No Upgrade | |---------------|---------|-------|------|-----------|---|---|-----------| Spearman | 35F,25W | 45 | 3 | 0/0 | 0 | 200 f, 50 g | Cav | Castle Age Pikeman | 35F,25W | 55 | 4 | 0/0 | 0 | No Upgrade | Cav | Note: Pikeman gains a bigger attack bonus vs cavalry than spearman |ARCHERS | COST | HP | ATT | Ar/PAr |Range |Upgrade Cost |ATT BONUS | |Archer | 25W,45G | 30 | 4 | 0/0 | 4 | 175 w, 75 g | None | Castle Age |Crossbowman | 25W,45G | 35 | 5 | 0/0 | 5 | 300 w, 125 g | None | Imperial Age |Arbalest | 25W,45G | 40 | 6 | 0/0 | 5 | None | None | |---------------|---------|-------|------|-----------|---|---|-----------| |Archers | COST | HP | ATT | Ar/PAr |Range |Upgrade Cost |ATT BONUS | |Skirmisher | 25F,35W | 30/35 | 2/3 | 0/2 / 0/4 |4/5| 300 w, 175 g | Archers | Unique Units follow: |Cavalry Archer | 40W,70G | 50/60 | 6/7 | 0/0 / 1/0 |4/4|900 f, 500 g| Spearmen | |---------------|---------|-------|------|-----------|---|---|-----------| |Hand Cannoneer*| 45F,50G | 35 | 17 | 1/0 | 7 | 300f, 200 g | Infantry | |---------------|---------|-------|------|-----------|---|---|-----------| |Chu Ko Nu** | 40W,35G | 45/50 | 8/8 | 0/0 / 0/0 |4/4| 500f, 200 g | | |---------------|---------|-------|------|-----------|---|---|-----------| |Janissary | 60F,55G | 35/40 | 17/22| 1/0 / 2/0 |8/8| S | | |---------------|---------|-------|------|-----------|---|---|-----------| |Longbowman | 35W,40G | 35/40 | 6/7 | 0/0 / 0/1 |5/6| 500f, 200 g | | |---------------|---------|-------|------|-----------|---|---|-----------| |Mangudai | 55W,65G | 60/60 | 6/8 | 0/0 / 1/0 |4/4| 500f, 200g |Siege,Spr | |---------------|---------|-------|------|-----------|---|---|-----------|
*needs to be researched first **fires multiple arrows at once
/------------------------------------------------------------------------\ |Cavalry | COST | HP | ATT | Ar/PAr |Upgrade Cost |ATT BONUS | |===============|=========|=======|======|===========|===|===|===========| |Scout Cavalry | 80F | 45 | 4 | 0/2 |150F 50g | Castle Age |Light Cavalry | 80F | 60 | 7 | 0/2 | No Upgrade| |Cavalry | COST | HP | ATT | Ar/PAr |Upgrade Cost |ATT BONUS | |Camel | 55F,60G |100/120| 5/7 | 0/0 / 0/0 | 300f, 200g | Cavalry | |---------------|---------|-------|------|-----------|---|---|-----------| |Cavalry | COST | HP | ATT | Ar/PAr |Upgrade Cost |ATT BONUS | |Knight | 60F,75G | 100 | 10 | 2/2 | 300 f, 300 g |None (good vs archers)| Imperial Age |Cavalier | 60F,75G | 120 | 12 | 2/2 | 0 | F | 1350 f, 750 g | |Paladin | 60F,75G | 160 | 14 | 2/3 | 0 | F | None | |---------------|---------|-------|------|-----------|---|---|-----------| Unique Units |Cavalry | COST | HP | ATT | Ar/PAr |Upgrade Cost |ATT BONUS | |Cataphract | 70F,75G |110/150| 9/12 | 2/1 / 2/1 |1000f, 400 g | Inf | |Cavalry | COST | HP | ATT | Ar/PAr |Range|Upgrade Cost |ATT BONUS | |Mameluke | 55F,85G | 65/80 | 7/10 | 0/0 / 1/0 |3/3 | 600f, 200 g | Cavalry | |Cavalry | COST | HP | ATT | Ar/PAr |Upgrade Cost |ATT BONUS | |War Elephant |200F,75G |450/600|15/20 | 1/2 / 1/3 |1200 f, 400g | Buildings | \------------------------------------------------------------------------/
Combat is resolved in-game between myself and my cohost. Thus, if you attack another player, we will take video of the battle and show it to you via PM, and then also give you the result.
Day Mechanics:
During the day is when production occurs. By the end of the day you must PM me with any changes to production. You must allocate your villagers to resources (food, wood, gold) and you must send me two production choices (more if specified). At the beginning of the night phase, if you are still alive, you will be told how many units were produced and what your stockpiles are. Day powers can be used as specified.
note:everyone has limited stone. You may use it for walls or town centers but not both. Walls protect from one attack and then are immediately destroyed (preventing loss of units). Town centers are built in castle age and increase villager production..
Everyone may discuss and vote in-thread as is normal per mafia. The highest vote-receiver will immediately cease to exist and will lose the game (unless his alliance, if any exists, fulfills his win condition later)
Night Mechanics:
Night is when attacks occur. You may choose to attack another player with at least half of your units. If you don't specify the amount, the assumption will be that all of them are used. You may also choose to do nothing, which is equivalent to defending yourself from attacks.
You may reinforce an ally by sending troops to him (again, need to send at least half of your units)
If you attack someone during the night phase you are vulnerable to attacks from other players. In other words, if other players attack you, you will defend with whatever troops you left behind and nothing more (unless you have defensive fortifications)
Attacks will be resolved in the following order:
If there are walls, they are immediately destroyed. The attack then ends.
If there are no walls, then the fighting proceeds between army and army. Fighting ends when one army is vanquished. Neither player is removed from the game.
If the defenses are negligible and the attacker possesses enough melee units or siege weapons to destroy the enemy's town, the attacker will do so and the defender will cease to exist.
Special night powers function as described in civilization-specific PMs and can usually be used in conjunction with an attack.
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Civilizations:
Britons
The British pride themselves on their archers. Strengths: Archers, efficient food production, continental and island maps Unique Unit: Longbowman, archer with long range.
Byzantines
The Byzantines are renowned for their strong fortifications and strong cavalry. Strengths: Cavalry, defense, lategame, arid and Mediterranean maps Unique Unit: Cataphract, heavy cavalry adept at killing infantry.
Celts
The Celts are known for their ferocity in battle, in particular, the speed of their troops. Strengths: infantry, efficient wood collection, Continental and black forest maps Unique Unit: Woad Raider, very fast infantry unit.
Chinese:
The Chinese are technologically advanced and possess an enormous population. Strengths: efficient research, high population, early-game, continental maps. Unique Unit: Chu-ko-nu, crossbowman that fires multiple arrows at once
Franks
The noble Franks are notorious for their well trained knights. Strengths: Knights, efficient food production, continental maps Unique Unit: Throwing Axeman, an infantry unit with a short range. (does melee damage)
Goths
The militaristic Goths can overcome any adversary with their rapid production of troops. Strengths: rapid and efficient infantry production, continental and black forest maps. Unique Unit: Huskarl, a strong anti-archer infantry.
Japanese:
The Japanese are renowned for their emphasis on honor. Strengths: water maps, fishing, infantry Unique Unit: Samurai, an infantry unit with an attack bonus against other unique units
Mongols:
The Mongols are the conquerors from the East. Strengths: land maps, food production, scouting, speed, conquering ability Unique Unit: Mangudai, cavalry archer with an attack bonus against siege weapons.
Persians
The Persians are a cultured and rich civilization. Strengths: early game, arid/mediterannean maps, heavy cavalry, economic production War Elephant: high HP, heavily armored behemoth that tramples units all around it
Saracens
The Saracens are renowned for their traders and diplomacy. Strengths: camels (cavalry strong against other cavalry), arid and mediterranean maps, trade and diplomacy Unique Unit: Mameluke, a mounted camel that can attack from range (with melee attack)
Teutons:
The Teutons are known for their hardiness. Strengths: continental/forest maps, infantry, monks, defense Unique Unit: Teutonic Knight, a very heavily armored and hard-hitting, but slow infantry unit
Turks
The Turks are known for their zealotry and fervor. Strengths: offense, gold production, arid/meditereannean maps, gunpowder Unique Unit: Janissary, a hand cannoneer with decent range and high attack, particularly against infantry
Vikings:
The Vikings are feared for their fierceness and brutality. Strengths: water maps, warships, infantry Unique Units: Berserk, an infantry unit that regenerates its own health over time Longboat: warship that fires multiple arrows at its enemies
Signups will persist for 48 hours after the game is full so that people have ample time to read the thread and understand everything, and so that in the case of popular demand, those who weren't fast enough get a chance to play.
As in my previous games, if there are more than 13 signups, first I will take those who are not playing in other games followed by a random determination. Those who aren't taken will be put on the replacement list.
Signup List:
Tentative Pool of Players:
1 Blazinghand 2 rastaban 3 Sir Posts a Lot 4 5 Atki Wiglegs 6 ItsMarvelBabyyy 7 LifeAquatic 8 MrZentor 9 Fulblade 10 Tunkeg 11 [UoN]Sentinel 12 Sinensis 13 EchelonTee
Confirmed Final List:
1 Blazinghand (Byzantines) 2 rastaban (Celts) 3 Sir Posts a Lot (Teutons) 4 Bill Murray
5 Atki Wiglegs (Mongols) 6 ItsMarvelBabyyy 7 s0lstice
8 MrZentor (Turks) 9 Fulblade
10 Tunkeg (Franks) 11 [UoN]Sentinel
12 Sinensis (Persians) 13 EchelonTee
Replacements:
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Blazinghand
United States25550 Posts
This looks amazing. I'm still reading the rules, I'll let you know if I'm interested :D This is quite the setup.
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United Kingdom36156 Posts
if you wanna hydra BH, gimme a shout
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Blazinghand
United States25550 Posts
Okay, this looks awesome. It's not really Mafia in the sense of "informed minority vs uninformed majority" sort of thing, but it's more like... maximally multifactional mafia with interesting night mechanics, politics, and alliances.
I like it.
/in.
WBG, you know I will not be replaced :D
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Omg omg that is amazing I already have a strategy in mind 
I don't care if I don't have "time", I'll spend 100% of the time I have here
/in I will not be replaced
I also promise to read the setup this time
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Combat is resolved in-game between myself and my cohost. Thus, if you attack another player, we will take video of the battle and show it to you via PM, and then also give you the result. Really
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On July 25 2012 07:50 syllogism wrote:Show nested quote +Combat is resolved in-game between myself and my cohost. Thus, if you attack another player, we will take video of the battle and show it to you via PM, and then also give you the result. Really
yep :p
We won't really be controlling anything (besides making the armies attack each other) so it'll come down to numbers and stats.
Somewhat like risk, really (though less chance)
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Blazinghand
United States25550 Posts
On July 25 2012 07:21 marvellosity wrote: if you wanna hydra BH, gimme a shout
I think I'll fly solo this game, thanks though. If you don't have time to /in on your own, then I'd be okay with it, but I won't need any help staying active I think <3
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Are there mafia and town factions this game? There are normal lynch mechanics that seem to imply so
Unless it's just a way for the "community" of people to get rid of the strongest guy without attacking him or something?
EDIT: I haven't played AoE in a long time, and that spreadsheet with unit stats and stuff is confusing as hell  Wouldn't it be easier to link to a AoE 2 official guide that has all that info? Or at least make a google doc spreadsheet or something
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On July 25 2012 08:09 gonzaw wrote:Are there mafia and town factions this game? There are normal lynch mechanics that seem to imply soUnless it's just a way for the "community" of people to get rid of the strongest guy without attacking him or something? EDIT: I haven't played AoE in a long time, and that spreadsheet with unit stats and stuff is confusing as hell  Wouldn't it be easier to link to a AoE 2 official guide that has all that info? Or at least make a google doc spreadsheet or something
There isn't a set mafia/town faction. There's no "town" basically, it's just "create your own faction" type of thing.
I looked, and I wasn't able to find anything (at least not easily) Civ info is easy to find but unit-related stuff is harder.
There is a wiki with links: http://ageofempires.wikia.com/wiki/Units_(Age_of_Empires_II)
I changed some of the costs, though (for upgrades mostly).
Also yeah, the lynch mechanics work to off people during the day. The weak can gang up together (even if they're not allied) to take out the strong.
Thus the day takes manipulation and appeasement. If you can't satisfy other people, you die.
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Bugs made a mini I won't play.
The end is near.
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/in How do resources work. Are the villagers designated to a certain resource split each evening?
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On July 25 2012 09:23 rastaban wrote: /in How do resources work. Are the villagers designated to a certain resource split each evening?
yeah so each villager gathers at a base rate of 100/resource, modified by civ bonuses (if any). You have to allocate them yourself during the day phase.
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United Kingdom10823 Posts
BUGS YOU SAID I COULD CO-CO-HOST THIS
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yeah you can.
I just never heard anything from you :p having 2 cohosts for this would be nice. I'll message you details later tonight when I'm home again.
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Holy...
This game looks awesome. Can't decide if I want to /in or not though.
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I'm not going to in because MTG had me almost in tears and this is even more complex. I look forward to watching this play out though.
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