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Nodlied

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  1. As for the Hearts of Iron 4 game, I'll put up a thread once I get home in about 45 hours. That way we can take a look at the proposed rules (to keep things fair) and sign up accordingly.
  2. Well then, thus we arrive at the true end of the game. Let's take a look the different game mechanics as well as the players and discuss them shall we? Document links All docs, be it player docs, mechanic docs, day-night resolver docs, etc, can be accessed via the main doc. I will also provide you with a direct link to the image base on imgur so you can take a look. If you want to take a closer look at the Excel file, open up the cvc and day/night resolver doc. In there you will find a link to the Google drive folder that I used to deposite some of the Excel files and paint.net files so that Voe could use them in case I was gone (spoiler: he never used them). Players OrangeP47 as Albert Dietrich Objective: Pluralism by reform. Orange was the good boy Pluralism role in the game. His voting boosters could be used at critical moments during the game to swing the game in favour of his team. His evidence base key also made him the powerhouse role of team Pluralism. Orange started out well and managed to get the first Pluralism vote through by using his double vote. That said, he spent too much time checking the voting patterns of people while he should have started checking for actions a lot sooner. One of his mistakes was that he didn't put more thought behind catching TheIrishman's kill action. TheIrishman's weird behaviour as specified in the action check was one of the indications that there was a subversive scum in the game. However, his night spent on checking Irish's actions did net him the stability jackpot as each tracked illegal night action would add 4% stability each, and he found two of them. His endgame attitude was one of the factors that lead to the team Pluralism infighting. iLikeToSnipe as Joseph von Papen Objective: Abolishment by war. iLikeToSnipe started out as a lone-wolf thief. He would have to confuse the town teams to achieve the civil war he desired. Once he would have joined the scum team, he too would have gotten a killing action and could be described as scum's item reservist in case Cat5 died. Due to his internet outage and the fact that he was killed by his own brothers in arms, he couldn't achieve too much other than the initial Red Scare. TheIrishman as Daniel Szabo Objective: Status-quo by reform. TheIrishman was Status-quo's equivalent to Orange. His gun could take care of the opposition during more peaceful periods of the Ausgleich while it also allowed him to nail scum. His trap could be used to stun players during the day and to discover who visited whom, even if it required a bit of planning. Ironically, he failed to realise that he had something to do with Fraydo's death after falling into his own trap. He also failed to notice that, during the nights in which he was used, he didn't receive any night-action results in his day PM, another clue that something fishy was going on in the game. That said though, he played a good game and became a victim of the many ploys devised by scum. As a highlight, he murdered Killing_You before he went down. Had he realised that he was being used, I'm pretty sure that he would spend no time in safeguarding his gun. Jeod/Verti as Aleksander Litwinowicz Objective: Status-quo by reform. Jeod was the classic doctor in the game and was Status-Quo's immunity role that, unlike Shade, was a lot weaker but, unlike Shade, could vote. Jeod made it his life mission to nail Scum, a good move as Status-Quo was a stronger team in terms of night reform votes before the death of Kaiser Karl the 1st. Despite his efforts, he couldn't convince everybody to go after Cat5 in time before the Pluralists got themselves enough power to wipe Status-Quo from the face of the earth. Retaliation as Anton Bibescu Objective: Pluralism by any means. Retaliation was team Pluralism's way to gain access to a killing action by the use of his crowbar item, a highly useful item which direct counters were mind control and the blocking action from the admiral's cane. Beyond that, he was team pluralism's source of additional PP, even though it was limited to himself. He tried his best and worked hard for team Pluralism. His status as a Romanian prince confused people for a short while but Retaliation stuck with doing the right thing until the very end, his decision to do away with the gun indirectly made Cat5 look rather silly and prevented a reform from being voted on during N10. If Cat5 had voted for radical Pluralism, it would be game over with a scum victory (or a civil war if people still wanted it). So one could say that Retaliation put a wrench/cane/crowbar in Scum's path to victory. Beyond that, his mission to gain the cane certainly caused some comic relief. Sunflower as Emil Benes Objective: Status-Quo by any means. Sunflower was team Status-Quo's source of additional PP, and she could even gift it to other teams to further her own goals. Her typewriter was a free action that caused a few laughs, had it not been for its early removal from the game. In any case, she led team Status-Quo by finally passing a reform through her efforts and put up a good fight to achieve her goals. Her downfall was a result of team Pluralism achieving a stronger organisation earlier than her own team. The resulting purge ended her game, but let it be known that she did well considering the circumstances. Shade as Otto von Habsburg Objective: Pluralism by reform. The final member of the Pluralism team and one of the members of the Monarchy. He was the good guy counterpart to Cat5. His passive prevented him from being investigated, hit by any action (including good ones such as donations!), being able to win to-the-vault ties, and prevented him from voting. As you can see, this is rather powerful, despite its weaknesses. He would lose this passive in case Kaiser Karl the 1st died, which never happened. His call to order acted as a one-time boost to stability to stave off any potential early game oopsies. He played well during the game, even though his paranoia caused some unnecessary results. That said, his passive eventually paved the way to the victory which has now been achieved. Fraydo as Miklos Horthy Objective: Achieve either Pluralism or Status-Quo by anymeans while ensuring that he monarchy survies. Fraydo managed to land the Horthy role, his undoing in the previous game, by pure RNG, talk about lucky. He was the second Mornarchy member and was to be used as a tool for Shade to vote. That said, he could always switch sides, despite Shade's objections to ensure that the Monarchy would stay safe. In case Karl died, he would, if he still had the cane, automatically block nightkill actions on Shade. However, it would also cancel any other action, including voting, for him that night. He would also act as a final Monarch in the form of Regent Horthy. However, unlike the other Monarchs, imprisoning him through suspicious status would immediately launch the civil war. Fraydo did his best during the little time he was around but was eliminated early on. Killing_You as Alojzije Stepinac Objective: Abolishment by killing the monarchy. Scum's information role. He was vital in discovering the action commands for Cat5 to use and was thus an important supporting role. He hit the jackpot on N1 by investigating TheIrishman and finding the army rifle, the only weapon in the game at the time. This is due to the fact that a nightkill requires a weapon as prerequisite. His absence during parts of the game prevented him from communicating with Cat5 during times, but overal he gave his all until he was eliminated by an angry Irishman with a gun. Cat5 as Teohari Georgescu Objective: Abolishment by killing the monarchy. Cat5 was the oddball role in the game and scum's most powerful weapon. Through Killing_You, he could use other players and their actions to achieve scum's goals, somewhat countering the ##Check Actions command in the evidence base. There is a reason why the ##Frame action was there . Despite his power, he could be countered by being imprisoned, by being hammered with a well known cane, and by Shade's passive. Despite Yuri not appearing in case of Cat5's elimination, the game had a lot of ways to tell players that something strange was up. His night mind control always prevented full night action results from being posted in PM's. Checking his victims during the night always ended with a notification that the victim was acting odd and checking Cat5's action would end with an unkown result. So, like Shade, he was really powerful despite his weaknesses. His undercover mantle was also a historical Romanian communist, which could spell more suspicion onto him if people felt like it. Despite his efforts, he got most of his things wrong. Not only did he murder iLTS, he also failed to grab the chance at killing Karl the 1s, despite the hints that he got. If he had spent more time on the game, I'm quite certain that this game would have gone radically different quite early on. In the end, his endgame plan was foiled by Retaliation and the fact that Shade still had his passive. Rewards Tie breaker Sunflower Even though the game had an ungodly amount of ties, Sunflower used her Santa Offensive to finally push through a reform. It was a radical one, but it got through. This showed the power of what a well organised voting offensive could do. Too bad that her success didn't last through the rest of the game though. Fraydo's Curse iLikeToSnipe, Killing_You, Category 5 Hurricane Despite a smashing start with finding the gun on N1, the scum were quickly hit with back luck. Not only was the first nightkill friendly-fire, they also failed to take their opportunity to kill Karl the 1st, something that would bite them in the arse at the end of the game where they couldn't kill shade due to his still active passive. Beyond that they were unlucky due to the angry Irishman kill on Killing_You as well as Cat5 being pre-empted by Retaliation, which led to a tied reform vote, and thus no way to start a civil war before it was too late. Horthy's Pride Retaliation Even though Retaliation wasn't Horthy, he did continue his legacy by being a pain in the arse towards any of his enemies. At the same time, he twarted Cat5's plan by doing the right thing and stashing the gun in the Vault. I'm pretty sure that Fraydo and Horthy would be proud. Dawn of the Atomic Era TheIrishman, Jeod, Sunflower, VERTi60 The Status-Quo team did their best, but they didn't manage to gain the item advantage in time. This resulted in their horrific purge which left them completely unable to win anymore. That is, if the Pluralists prevented a civil war, which they did. Oversights have Consequences Orange, TheIrishman Despite Orange catching TheIrishman trying to kill somebody, he didn't nail scum. And despite TheIrishman not doing anything wrong, he still got nailed. Both of them spoke the truth after the nightkill reveal. However, both of them were victims of Cat5's powers even though both of them had hints that something was off before the great debate. Victory Rally Orange, Retaliation, Shade, Fraydo The Pluralists + Fraydo all managed to score a victory this game. However, only Retaliation and Fraydo have scored two points, putting them ahead of Orange and Shade. The end of the game was decided by something other than reform, nullifying Orange and Shade's secondaries. Retaliation and Fraydo, though, had to achieve Pluralism (or either in Fraydo's case + the Monarchy had to exist) by any means, which includes this elimination victory. Post game thoughts And thus we arrive at the very end. I will not be going into detail about the civil war mechanics unless you want me to or have questions regarding that. So, without further ado, let's discuss the game shall we? When I set out to develop this game, I wanted to create a more politically focused game experience where the majority of players would stay in game until the very end. Killing actions had clear limitations and their counters. However, and let's just start with the elephant in the room, the Army Rifle was too good for what it did. It allowed a team to become more overpowered than intended and basically ended the game by eliminating everyone. Oops! A better variant for the gun would have been to change the way the player status worked a little bit. In a reworked system, a pushed case would be necessary before a hostile player could be arrested (or a simple friendly-fire day kill would be enough for an arrest). In this case, the requirements for shooting the gun could move from suspicious to hostile. So what about the other mechanics? The vault functioned almost the same to the one from the July Crisis game and I believe that it did well. Items were there to allow players to switch up their roles a little bit and boost their teams. The for-fun items were still there to add a little spice. Granted, a team could become really powerful if they could gather enough strong item, but that was intended, as just like in real politics, a well organised party will (and should) be able to gain a decisive advantage. The items would also spark a bit of tension between players that wanted the same item, which it did. The Evidence base was new and, honestly, I think that it functioned well. It allowed specific players to check on voting patterns to discover their alignments as well as potential liars. The Action checks were not only a requirement for the push case command, they also allowed people to discover the roles or items behind the players. Of course, there was a scum role to circumvent and abuse this, which was the case with TheIrishman and his not-really-his killing action. Pushing cases was there to eliminate bad guy players or, in conjunction with a framing action, to eliminate political opponents. Speaking of the framing action, it wasn't just there to frame good guy players. It was also a way for town to nail Cat5 in case they knew that he was scum and didn't have a way to arrest or kill him. The fact that framing didn't leave a true log action could help everybody hide their true intentions, as the logs were there for all to see. Perhaps I will keep at least one evidence key for the next game while also allowing people to vote on another player to enter the evidence bay. Perhaps that will allow more players to interact with its mechanics. So, what about the reforms and stability? Well, all types of reforms had their own bonusses. Military and Economic would provide starting bonusses to the civil war while political reforms would come with a bigger reform-is-passed bonus for the reform meter. Stability was a whole different thing altogether. A lot of actions, night actions, and reform results affected the stability meter. For example, passing a reform of the already leading ideology type would always lower stability while passing a reform of the losing ideology would boost stability. The boost of compromise would always be higher than the loss of imbalance. An additional stability booster (that didn't count for Shade!) was the fact that not doing anything other than voting on a reform during the night would add +1 stability. This was always mentioned in the relevant day-start PM's, which quite a few of you had noticed. In the end, I should probably have added a harsher modifyer for friendly-fire (that is, all non-scum) daykills. But that's something for another game. Reform victory could only be achieved if the leading ideology was at 75% or above and when stability was also at 75% and above. Flavour text would announce it whenever one of the meters hit one of the victory thresholds though. But how could we achieve a civil war then? Well, there were a few ways. The first was the elimination (or in Fraydo's case, also imprisonment while he was in power) of all Monarchs. The second was to pass three radical reforms of the same ideology in a row, which would piss the other side off enough for them to start the civil war. The third was to hit the civil war stability threshold. It started at 10% stability, but each radical reform passed would add its reform points to the civil war stability threshold up to 45%. This meant that civil war would be pretty much a non-issue at the start of the game but could quickly become a problem as more radical reforms would pass. That said, I'm quite surprised to see so many ties in this game. Had you all been voting in a more organised manner, I'm quite certain that a lot more of interest would have happened. Then again, stagnation is a typical political thing, so I guess that you lot put up a realistic game. As for Political Power (PP), I think that it functioned in its intended role. It prevented action and item spamming and forced players to make a choice. Perhaps I could have done more to make the day boost PP of more use, but I do believe that it was good for what it did during the night. Finally we come to the monarchy and its hidden behind-the-scenes game. One one side we had Horthy and the Habsburg Prince (+ NPC Karl) and on the other side were the two Natpops and one Syndie. Even though scum only had to kill three characters (or two and imprison one), they would have to spend a lot of their time figuring out on how to get there. Beyond grabbing (or commandeering) a weapon, they had to find out how to get to the Monarchs in the first place. It is a shame that they didn't figure it out and got hit by their counters in the end game, but had they killed Karl when they could (there were hints lads, hints!), their life would have been a lot easier. The entire Monarch side-game was supposed to keep the game a bit fresh and interesting and, as it did, was meant as an additional worry later in the game. Luckily for town, the horrible moment of realisation wasn't the death of the Kaiser but the further discussions down the road. So what do I think of the game overal? Well, it had its issues here and there and quite a few things didn't really go as designed, a flaw that stems from the fact that I didn't run enough simulations (especially not one where everything goes against what was to be expected), something that I've already discussed with VERTi60. Then again, I did have a lot of fun seeing things unfold and I'm pretty certain that the game mechanics in this game provided an interesting (and somewhat new?) way to play games here in the games forum, just like the previous July Crisis. So am I happy with the game? Ehh, maybe not as much as the July Crisis, but I'm definately happy with how it turned out. But is it also a success? Well, I'd say yes, despite its flaws, it put us all through (I hope) an interesting and enjoyable experience. Too bad that there wasn't a way for all townies to win... or was there? In any case, you're all welcome to provide your feedback on the (im)balance and mechanics of the game, or just the game in and off itself. I hope that you all had as much fun playing as I did hosting it! Thanks you all for playing the game! And see you all next time.
  3. There is one way to end up in a 1v1. Unlikely, but possible (and only with Fraydo). You're right on the money that you had to kill Karl the 1st before you could go after Shade. Killing Karl would have made Shade Kaiser and thus would have made him vulnerable to any kind of action during the day and would have made him vulnerable during the night under the same conditions that would have made Karl vulnerable. Check out the main doc tomorrow for more info.
  4. Shade almost did nothing, which could lead to another reform on N11, allowing you to spiral things into a civil war by voting a radical reform (had to be Pluralism) and win that way. Shade was your good guy counterpart and his passive was a direct counter to both your ability (any really) and the classic mafia win. Had it been a 1v1 with anybody else, you would have won automatically.
  5. As the Ausgleich is about to begin, both Category 5 Hurricane and Shade enter the room on the opposing sides. Category 5 Hurricane enters the room from the eastern entrance while Shade enters the room from the west. While all negotiators are still talking to one another, Category 5 Hurricane and Shade suddenly see each other. They stop on opposite sites of the room and make eye contact. It is at this point that the other negotiators begin to notice. As the room is silent, Category 5 Hurricane takes the initiative and tries to use an unknown action on Shade. While almost everybody in the room starts to get a bit dizzy, Category 5 Hurricane uses a deep and calm voice to order Shade to shoot himself. However, the distance is too long and Shade's guards block parts of the mental charge meant for Shade. It doesn't take long for Category 5 Hurricane to notice who then finds himself in shock. As Shade's guards make way towards Category 5 Hurricane, Shade suddenly reveals an army rifle beneath his coat. He carefully aims at the shocked Category 5 Hurricane and, with the precision of an expert hunter, the Habsburg Prince puts a bullet right between Category 5 Hurricane's eyes. While everybody is still in shock, the calm prince orders an immediate investigation into Category 5 Hurricane, an alias for the Romanian Teohari Georgescu. After going through his personal documents in his room, you soon discover that he was aligned to the National Populist party of Romania, the Iron Guard. This is weird. Teohari Georgescu was a socialist, if not a syndicalist who was exiled from Romania not too long ago. If anything, the Iron Guard party would have wanted the entirety of the Empire to break in a bid to reconquer Transylvania. In any case, his objective was to Abolish the monarchy by killing them all, as that would surely have led to the collapse of the Empire. During the night he could use an unknown ability in addition to a killing ability while during the day, he could use some hypnosis ability to control others. Weird. Beyond the Legendary Admiral's Cane, you also found a weird kind of antenna; possibly for a walkie-talkie device. Whatever the case, this was one nasty guy and the people are grateful for his elimination. Now, back to the Ausgleich.... With all threats eliminated, it doesn't take long for Prince Otto von Habsburg to take the lead in the process. As the sole remaining negotiator who has a large influence, he's able to steer the Ausgleich towards a new Empire. One in which all states are equal and are all, essentially, a state within a state. It takes many long days and nights to draw up the eventual draft for this new Danubian Federation, but with every new reform, public confidence in the Empire, the state and the monarchy increases. As stability increases and reforms are being rushed through, so does the threat of civil war dwindle. It has been a long ride, but the Kaiser's vision of a new Federation on the Danube will be realised and with it, the Empire will be saved from dissolution. While Hungary still protests, they know that they won't be able to keep their protests on for long until political pressure will finally force them to concede. The Empire lives and a civil war has been prevented! Truly this is the best timeline! Or is it? The outside world is heating up. Tension is mounting, political crisis spring up every day, oppertonist and revangist nations are making more and more threads to others, and the Black Monday disaster is still a world wide issue. As the German Empire is greatly weakened due to Black monday and its own internal issues, the Syndicalists are gaining more and more power. Another Weltkrieg seems inevitable, but the Danubian Federation, a new beacon of freedom, democracy and hope will stand its ground against any authoritarian or anarchist ideologies. It will stand together with its historical ally, Germany, to try and stem the Red Tide once the time comes. Once the time comes... But until then, a lot of work will have to be done. At least Austria's path has been laid. An it's all thanks to you! And thus ends the game. I will provide you with a complete post game post tomorrow where I will: provide the links to the different docs, discuss the players, hand out a few rewards, and discuss the game's mechanics in further detail.
  6. Another day at the Ausgleich negotiations. Everybody seems well rested and ready for the tough discussions ahead. Ensure that you do the Kaiser proud... especially since you tied another reform vote yesterday. Ensure that everything will be going to plan today! There doesn't appear to be anything interesting in the newspaper. The endgame has begun 24 hours remai- hold on, the pre-emptive day actions will be resolved. Don't post and wait for the results.
  7. Even though it looks simple, it looks really nice and fits perfectly as a small bit of green in front of your home. +1 from me lad.
  8. The votes have been counted and these are the results! First the investigation. Looks like Retaliation is going to be investigated. His real name is Anton Bibescu and he is a Romanian national. He currently has the Legendary admiral's cane. But that's not what is most important, what is important is his status, after all, he did shoot some of our fellow members at the Ausgleich! Therefore, it is no surprise that he is currently Hostile! He will be arrested and jailed for the time being. We’ll see what we will do with him later. His items have been confiscated and transferred to the vault. He was aligned with the Pluralist party and had the objective to Achieve Pluralism by any means. He did not, however, have any night actions. Still, it appears that he was a silent workhorse which allowed him to gain 3PP instead of the usual 2PP. So... What about the reform? Well, it looks like your have tied the reform vote again today, meaning that there will be no reform tonight. This has lowered stability within the Empire. See to it that you agree on a reform tomorrow! Additionally, you nominated Category 5 Hurricane to gain access to the vault tonight! Remember that you can pass items around for exactly 0PP. Oh, and don’t forget to send in your night actions at least one hour before day time! Sleep well everyone... ... ... ... ... If you can, for you have now arrived at the endgame. Think about your actions tonight and, as a matter of fair play, you can also send in day actions in advance which will be resolved on day start. This so that both of you have equal chance at winning. May the best player win. 24 hours remain until the end of the night! That is, unless I get a bunch of finalised actions before then. Let me know.
  9. Right then, then it'll be hammertime right now. I'll provide a new nightpost shortly.
  10. Just small possiblity though. If the final three players want it, day phases can become 24 hours. However, everybody will have to agree to it. Also, the CVC is off on the reform chart. It says that military is leading while it is, in fact, a tie.
  11. I'll resolve all of that once I get back. It's faarrr too late for me to still hang around. I should be back in about 21:00 hours at the latest. (Probably be back a lot sooner though.)
  12. Definately not. I don't even know if I'll be available for the next 21 hours. =( That said, it appears that Voe's PC has died. So it might be a while before anything can get resolved.
  13. Dun DUN DUUUUUUN As the Ausgleich is going on and the many people (and replacements) are arguing amongst themselves, Category 5 Hurricane suddenly walks up to Retaliation. With just a tab on the shoulder, Retaliation suddenly suffers a mental breakdown. Everybody in the room now looks at the two. It is at this point that Category 5 Hurricane calmly looks at Retaliation and commands him to shoot himself. However, it appears that there's no gun in sight! Category 5 Hurricane has been bamboozled! Still, Category 5 Hurricane can control all of Retaliation's actions for the rest of the day! That's still something! Error, this is no longer possible! Votes counted! Also counted. The bits and pieces finally fall into place.
  14. A sad morning it is indeed. OrangeP47, also known as Albert Dietrich, an Austrian, has been shot tonight! He survived, but he has joined Horthy in the hospital. Wish him well! After a short investigation, we have discovered that he was a visionary Pluralist and had the objective to Achieve Pluralism by reform. He could double-vote during the night and redirect a vote during the day, each of them a one-time-use. Anythings he may have had have been transferred to the vault, which in this case, were two evidence base keys. Beyond the sad news about OrangeP47, there is also some good news. Another reform has passed this night! It is option D, Radical Pluralism. A decentralisation process has begun to ensure that the minor states can begin their march towards equality with Austria and Hungary. However, many people think of this reform as too radical. Not only did the distancing between the balance of power between Status-Quo and Pluralism lower stability, quite a few people have begun voicing protests and the Status-Quo supporters have been left angry. Ensure that their cries are heard tonight! As usual, there's nothing interesting in the newspaper, although there might be if stability drops even lower. Stability is at an all-time low! The Kaiser orders you to do something about it! 47 hours remain until the end of the day!
  15. The votes have been counted and these are the results! First the investigation. Looks like OrangeP47 is going to be investigated. His real name is Albert Dietrich and he is an Austrian national. He currently has two items, both of which are evidence base keys. But what about his status? Well, it appears that he is Innocent and thus will be able to go to his comfortable room. Secondly, you’ve decided to enact a political reform. However, you are not yet sure what it will look like. There are four option which you can choose. A - Radical Status Quo It is quite obvious that the minor states of the Empire only increase the bureaucracy and that they slow the functioning of the Empire. Lowering their autonomy while increasing the power of Austro-Hungarian institutions will surely do away with the lengthy political nightmare in which nothing ever gets done. B - Soft Status Quo The Empire has been functioning well for the past 70 years now. Sure, it has had some issues, but it was at its greatest strenght under a combined force of Austrian and Hungarian institutions. Let's see to it that these institutions are strengthened! C - Soft Pluralism While creation of Illyria shortly before the Ausgleich of 1927 caused Hungary to walk away, we have also noticed that the parliaments of the minor states have been useful. Not only did they reduce the workload of the Imperial institutions, they were also capable of tackling the issues in the minor states more efficiently. We should strengthen these institutions to improve administrative efficiency. D - Radical Pluralism The Empire has been at a standstill for quite a while. However, during the past ten years, the parliaments of the minor states have proven themselves to be more capable than the crumbling centralised government in Vienna. Perhaps it is time to decentralize a bit more and make those states more equal to those of Österreich and Magyarország. You can vote on the reforms by including the action ##Vote Reform <A/B/C/D> (1PP) in your night action PM. Keep in mind that radical reforms might anger the opposite party. Additionally, you nominated Shade to gain access to the vault tonight! Sleep well everyone. Remember that you can pass items around for exactly 0PP. Oh, and don’t forget to send in your night actions at least one hour before day time! 24 hours remain until the end of the night! Mod question: Just a quick question for you lads: would you be fine with ending the days and nights about one hour earlier than what it has been. So instead of 0:00 GMT+1 that is has been up till now, we'll have the hammer at 23:00 GMT+1. This will make it a bit easier for me considering I'm on a holiday and all. Should you be ok with it (posts about this will not be counted towards the 2 post limit), I'll introduce the change on D10.
  16. Alright people, small thing here. I'll be going on a one week holiday, starting today. That doesn't mean I can't GM the game anymore, I'll still be able to do that, no problems. However, I may not be around all day to do the CVCs anymore. Think of it as a one week version of Monday when I went to see the old engines that are pathed across steel tracks. That said, I'll be fully able to do all of the day and night resolving, so don't worry about that.
  17. I'd say Post Scriptum, but that has just been released. So I'm going with Steel Division 2.
  18. Counted Even though the Ausgleich had just begun, Retaliation once again pulls out a rifle. This time, he shoots Sunflower! Sunflower, also known as Emil Benes, a Bohemian, has been shot! After going through his personal documents, we discovered that he was part of the Status-Quo party and that he had the objective to achieve Status Quo by any means. He could replenish a player's full PP during the day, although this was limited for just one use. Beyond that, he could also donate a player 1PP during the night so that the target could use it during the day. Finally, Sunflower also had a medkit, which has now been transfered to the vault. It seems like another friendly was hit.
  19. Another day at the Ausgleich negotiations. Everybody seems well rested and ready for the tough discussions ahead. Ensure that you do the Kaiser proud! That is, if you manage to not tie the game again. Despite the odd number of participants at the Ausgleich, the reform was tied once again today. As usual though, there is nothing of interest in the newspaper. Despite the chronic failure at reform, stability is somewhat maintained. 48 hours remain until the end of the day!
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