Dome Posted November 2, 2019 Share Posted November 2, 2019 I can do it Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 Just now, TheKillerNacho said: im way too tired to do it right now. if i forget, randomize me you have 3 points to assign just put in whats most appealing at first glance as a default you can always change it before 10! 1 Point: Medicine: An additional 10% boost to Defense Code of Laws: An additional 10% boost to Diplomacy Mass Production: 20% chance you get an additional turn attempt 2 Points: Explosives: 10% chance that when an empire successfully attacks you, you set off an explosion, doing 2 units worth of damage to the opposing empire Philosophy: 40% chance that upon a successful Diplomacy check, the empire who decided not to attack you will have their diplomacy roll reduced to 0 for the next round. Espionage: You have a 15% chance to move one of your units to the empire you are attacking (determined pre-attack). If successful, you temporarily lose a unit but the empire you infiltrated will lose a unit each round (before their next attack) until they kill the spy (50% chance to kill the spy after the spy does 1 unit of damage). Only 1 active spy in an opposing empire at a time. If the spy isn't killed, and the opposing empire is down to 1 unit, the spy rejoins your army again (+1 unit to you) 3 points: Nuclear Power: Upon a successful attack by your empire, you have an additional 10% chance of completely wiping out an empire by using a nuke. Leadership: 15% chance that upon a successful attack, instead of damaging their unit, you will convert their infantry to yours (-1unit for your opponent, +1 unit to yourself) Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 1 minute ago, TheKillerNacho said: nah **** it, nuculear power @Malfatron. huns with nukes got it! Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 The Battlefield is quiet. For now.....but soon our empires will be waging the final battle. The battle for World Conquest. Take the night, and change your advancements if you choose. See everyone tomorrow morning at 10 AM cst Quote Link to comment Share on other sites More sharing options...
Pickle Rick Posted November 2, 2019 Share Posted November 2, 2019 40 minutes ago, Malfatron said: Espionage: You have a 15% chance to move one of your units to the empire you are attacking (determined pre-attack). If successful, you temporarily lose a unit but the empire you infiltrated will lose a unit each round (before their next attack) until they kill the spy (50% chance to kill the spy after the spy does 1 unit of damage). Only 1 active spy in an opposing empire at a time. If the spy isn't killed, and the opposing empire is down to 1 unit, the spy rejoins your army again (+1 unit to you) You changed this didn't you? Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 1 minute ago, Pickle Rick said: You changed this didn't you? No, i did not edit any advancements. Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 what do you remember the difference being? Quote Link to comment Share on other sites More sharing options...
Pickle Rick Posted November 2, 2019 Share Posted November 2, 2019 (edited) 11 minutes ago, Malfatron said: what do you remember the difference being? I thought it read like the spy would take 1 unit each players turn until killed. So if I went first and he infiltrated the enemy then he would take 1 unit each players turn (not that players but every player in the games turn). So he could kill that enemy before they even had a chance to go. If that even makes sense Edited November 2, 2019 by Pickle Rick Quote Link to comment Share on other sites More sharing options...
Pickle Rick Posted November 2, 2019 Share Posted November 2, 2019 @Malfatron can I change my advancement Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 1 minute ago, Pickle Rick said: I thought it read like the spy would take 1 unit each players turn until killed. So if I went first and he infiltrated the enemy then he would take 1 unit each players turn. So he could kill that enemy before they even had a chance to go. If that even makes sense ah, i see. no, i always intended for the spy to just take 1 hp away per round automatically until killed. The spy does damage first, and then the kill attempt happens. 1 Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 3 minutes ago, Pickle Rick said: @Malfatron can I change my advancement yes. until 10 am, you may change it Quote Link to comment Share on other sites More sharing options...
Malfatron Posted November 2, 2019 Author Share Posted November 2, 2019 (edited) actually @Pickle Rick you automatically start with the espionage perk (Trojan Horse trait). It has a success of 35 percent instead of 15. your remaining 2 points, you can pick an additional advancement(s) to go along with espionage Edited November 2, 2019 by Malfatron Quote Link to comment Share on other sites More sharing options...
Pickle Rick Posted November 2, 2019 Share Posted November 2, 2019 39 minutes ago, Malfatron said: actually @Pickle Rick you automatically start with the espionage perk (Trojan Horse trait). It has a success of 35 percent instead of 15. your remaining 2 points, you can pick an additional advancement(s) to go along with espionage So I had to change it either way lmao. Quote Link to comment Share on other sites More sharing options...
Matts4313 Posted November 2, 2019 Share Posted November 2, 2019 I lied. I came back into this thread and I really would like to kill Canada. They are hippie communist and no matter how much points they have in this game, they rollover like panzies in real life. So please also kill them. Quote Link to comment Share on other sites More sharing options...
Pickle Rick Posted November 2, 2019 Share Posted November 2, 2019 1 hour ago, Malfatron said: actually @Pickle Rick you automatically start with the espionage perk (Trojan Horse trait). It has a success of 35 percent instead of 15. your remaining 2 points, you can pick an additional advancement(s) to go along with espionage @Malfatron Gimme medicine and mass production Quote Link to comment Share on other sites More sharing options...
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