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Memetic Sex God has been cut per TRS. All wicks will be deleted.
Changed line(s) 7,8 (click to see context) from:
** Double A.
* MemeticSexGod: [=CivO=] according to the people at [=SonIOT=] Chat.
* MemeticSexGod: [=CivO=] according to the people at [=SonIOT=] Chat.
to:
** Double A.
* MemeticSexGod: [=CivO=] according to the people at [=SonIOT=] Chat.A.
* MemeticSexGod: [=CivO=] according to the people at [=SonIOT=] Chat.
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unfortunate implications need citations
Changed line(s) 8,11 (click to see context) from:
* MemeticSexGod: [=CivO=] according to the people at [=SonIOT=] Chat.
* UnfortunateImplications
** [=ChristosIOT=] I pits human players against a [[RobotWar robot army]]. On Turn 8, a handful of robot-held territories consolidate into the "Neo-Ottoman Empire" under a [[WhatMeasureIsANonHuman non-robot, non-human]] "sultan" determined to KillAllHumans. Did we mention the GM is a Greek nationalist?
** christos200's second game, "Africa: [[DarkestAfrica The Black Continent]]" features a genocide mechanic with a 60% success rate.
* UnfortunateImplications
** [=ChristosIOT=] I pits human players against a [[RobotWar robot army]]. On Turn 8, a handful of robot-held territories consolidate into the "Neo-Ottoman Empire" under a [[WhatMeasureIsANonHuman non-robot, non-human]] "sultan" determined to KillAllHumans. Did we mention the GM is a Greek nationalist?
** christos200's second game, "Africa: [[DarkestAfrica The Black Continent]]" features a genocide mechanic with a 60% success rate.
to:
* MemeticSexGod: [=CivO=] according to the people at [=SonIOT=] Chat.
* UnfortunateImplications
** [=ChristosIOT=] I pits human players against a [[RobotWar robot army]]. On Turn 8, a handful of robot-held territories consolidate into the "Neo-Ottoman Empire" under a [[WhatMeasureIsANonHuman non-robot, non-human]] "sultan" determined to KillAllHumans. Did we mention the GM is a Greek nationalist?
** christos200's second game, "Africa: [[DarkestAfrica The Black Continent]]" features a genocide mechanic with a 60% success rate.Chat.
* UnfortunateImplications
** [=ChristosIOT=] I pits human players against a [[RobotWar robot army]]. On Turn 8, a handful of robot-held territories consolidate into the "Neo-Ottoman Empire" under a [[WhatMeasureIsANonHuman non-robot, non-human]] "sultan" determined to KillAllHumans. Did we mention the GM is a Greek nationalist?
** christos200's second game, "Africa: [[DarkestAfrica The Black Continent]]" features a genocide mechanic with a 60% success rate.
Is there an issue? Send a MessageReason:
None
Changed line(s) 8,9 (click to see context) from:
* MemeticSexGod: [=CivO=] according to the people at [=SonIOT=] Chat.
to:
* UnfortunateImplications
** [=ChristosIOT=] I pits human players against a [[RobotWar robot army]]. On Turn 8, a handful of robot-held territories consolidate into the "Neo-Ottoman Empire" under a [[WhatMeasureIsANonHuman non-robot, non-human]] "sultan" determined to KillAllHumans. Did we mention the GM is a Greek nationalist?
** christos200's second game, "Africa: [[DarkestAfrica The Black Continent]]" features a genocide mechanic with a 60% success rate.
Is there an issue? Send a MessageReason:
None
Changed line(s) 9 (click to see context) from:
* MemeticSexGod: CivO according to the people at SonIOT Chat.
to:
* MemeticSexGod: CivO [=CivO=] according to the people at SonIOT [=SonIOT=] Chat.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1,9 (click to see context) from:
GameBreaker:
* Taniciusfox's [=NPCs=].
* Multipolarity suffered a number:
** Combat mechanics, in a plethora of ways. One example: territory capture was based on absolute numbers of armies. Because fights were always to the death, if the survivor had sufficient troops, it could completely wipe out the enemy and conquer the entire opposing country in a single turn. This happened at least '''six''' times throughout the course of the game, often critically upsetting the balance of power, yet was never addressed.
** Another glaring oversight: the one-turn conquests mentioned above completely ignored resistance mechanics, and captured infrastructure was immediately added to the conquering nation. This had the effect of instantly boosting the economy, often ludicrously, and undercut the game's alleged emphasis on "soft power" politics when players realized invading smaller states could double their productivity with no negative consequences.
** Spy missions, like combat, had their results determined by absolute numbers of agents. This led to countries losing their ''entire'' treasuries to theft, half a continent-spanning nation rebelling in a single turn, etc.
* Double A.
MemeticSexGod: CivO according to the people at SonIOT Chat.
* Taniciusfox's [=NPCs=].
* Multipolarity suffered a number:
** Combat mechanics, in a plethora of ways. One example: territory capture was based on absolute numbers of armies. Because fights were always to the death, if the survivor had sufficient troops, it could completely wipe out the enemy and conquer the entire opposing country in a single turn. This happened at least '''six''' times throughout the course of the game, often critically upsetting the balance of power, yet was never addressed.
** Another glaring oversight: the one-turn conquests mentioned above completely ignored resistance mechanics, and captured infrastructure was immediately added to the conquering nation. This had the effect of instantly boosting the economy, often ludicrously, and undercut the game's alleged emphasis on "soft power" politics when players realized invading smaller states could double their productivity with no negative consequences.
** Spy missions, like combat, had their results determined by absolute numbers of agents. This led to countries losing their ''entire'' treasuries to theft, half a continent-spanning nation rebelling in a single turn, etc.
* Double A.
MemeticSexGod: CivO according to the people at SonIOT Chat.
to:
* GameBreaker:
* ** Taniciusfox's [=NPCs=].
* ** Multipolarity suffered a number:
** *** Combat mechanics, in a plethora of ways. One example: territory capture was based on absolute numbers of armies. Because fights were always to the death, if the survivor had sufficient troops, it could completely wipe out the enemy and conquer the entire opposing country in a single turn. This happened at least '''six''' times throughout the course of the game, often critically upsetting the balance of power, yet was never addressed.
** *** Another glaring oversight: the one-turn conquests mentioned above completely ignored resistance mechanics, and captured infrastructure was immediately added to the conquering nation. This had the effect of instantly boosting the economy, often ludicrously, and undercut the game's alleged emphasis on "soft power" politics when players realized invading smaller states could double their productivity with no negative consequences.
** *** Spy missions, like combat, had their results determined by absolute numbers of agents. This led to countries losing their ''entire'' treasuries to theft, half a continent-spanning nation rebelling in a single turn, etc.
* ** Double A.
* MemeticSexGod: CivO according to the people at SonIOT Chat.
* MemeticSexGod: CivO according to the people at SonIOT Chat.
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None
Changed line(s) 7,8 (click to see context) from:
Double A.
to:
MemeticSexGod: CivO according to the people at SonIOT Chat.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1,2 (click to see context) from:
GameBreaker: [=NPCs=] in Taniciusfox's games that he manages.
to:
* Taniciusfox's
* Multipolarity suffered a number:
** Combat mechanics, in a plethora of ways. One example: territory capture was based on absolute numbers of armies. Because fights were always to the death, if the survivor had sufficient troops, it could completely wipe out the enemy and conquer the entire opposing country in a single turn. This happened at least '''six''' times throughout the course of the game, often critically upsetting the balance of power, yet was never addressed.
** Another glaring oversight: the one-turn conquests mentioned above completely ignored resistance mechanics, and captured infrastructure was immediately added to the conquering nation. This had the effect of instantly boosting the economy, often ludicrously, and undercut the game's alleged emphasis on "soft power" politics when players realized invading smaller states could double their productivity with no negative consequences.
** Spy missions, like combat, had their results determined by absolute numbers of agents. This led to countries losing their ''entire'' treasuries to theft, half a continent-spanning nation rebelling in a single turn, etc.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1,2 (click to see context) from:
GameBreaker: NPCs in Taniciusfox's games that he manages.
to:
GameBreaker: NPCs [=NPCs=] in Taniciusfox's games that he manages.
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None
Added DiffLines:
GameBreaker: NPCs in Taniciusfox's games that he manages.