So. WOK V then.
Moderators: Duke, trewqh, korexus, Egbert
- Aussie Gaz
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tribe Info
Advanced Wok Tribes
Version 3.30.7
Number Tribe Effect
1 Quipee Teleport can be used 2 Tech Levels early
2 Ankh Momp Tech upgrades cost $20/level
3 Hobgob 2% EFF bonus per Trade Order placed
4 Miwaunez Maximum EFF loss from owned provinces is 5%
5 Selfter Troop maintenance is 2 gold each
6 El Barachmi 1 Bonus Attack (max 7)
7 Femma Tax Income increased 75%
8 Zsuk Corn consumption reduced 20%
9 Gobet
10 Tiplap
11 Gang Lufo Common Spell Power increased 50%
12 Armrissh 20% less Mining Failure
13 Peelow 40% interest on Piggy Bank
14 Shak Akash MRES filled to 100 at start of turn
15 Terrium
16 Voneva
17 Mbakku Troop upgrade cost reduced by 1/3
18 Earmithonian Double Gold & Black Diamond mining
19 Deberra
20 Mystic Ak Pop > Mag cost only 4 Pop
Version 3.30.7
Number Tribe Effect
1 Quipee Teleport can be used 2 Tech Levels early
2 Ankh Momp Tech upgrades cost $20/level
3 Hobgob 2% EFF bonus per Trade Order placed
4 Miwaunez Maximum EFF loss from owned provinces is 5%
5 Selfter Troop maintenance is 2 gold each
6 El Barachmi 1 Bonus Attack (max 7)
7 Femma Tax Income increased 75%
8 Zsuk Corn consumption reduced 20%
9 Gobet
10 Tiplap
11 Gang Lufo Common Spell Power increased 50%
12 Armrissh 20% less Mining Failure
13 Peelow 40% interest on Piggy Bank
14 Shak Akash MRES filled to 100 at start of turn
15 Terrium
16 Voneva
17 Mbakku Troop upgrade cost reduced by 1/3
18 Earmithonian Double Gold & Black Diamond mining
19 Deberra
20 Mystic Ak Pop > Mag cost only 4 Pop
- Aussie Gaz
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- Location: Thursday Island, Australia. Clan : Valn Ohtar
- Aussie Gaz
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- Saladin
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I'll see if i can put a page together this weekend and possibly find two more players. If not we'll just start with 8 players
Before i choose the map (suggestions welcome) how about we decide what rules we want?
- 8-cities rule?
- Teleport at what tech level?
Before i choose the map (suggestions welcome) how about we decide what rules we want?
- 8-cities rule?
- Teleport at what tech level?
"Never attribute to malice what can satisfactorily be explained away by stupidity."
"To speak ill of others is a dishonest way of praising ourselves."
"To speak ill of others is a dishonest way of praising ourselves."
- Saladin
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- Underdog
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I still have ver 3.25 which is a pretty old version. let me know if you need it. I am hoping someone else has a newer version somewhere.
OOPS I had forgotten al about that crazy updater. I am trying to update to 3.30. lets see if it works. maybe I can just mail it to you sal. I will see what happens and try to mail it to you yet tonight.
OOPS I had forgotten al about that crazy updater. I am trying to update to 3.30. lets see if it works. maybe I can just mail it to you sal. I will see what happens and try to mail it to you yet tonight.
There's no need to fear...........
Underdog is here
Underdog is here
- Aussie Gaz
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Saladin
I have no preference in the way of maps. (I do like the kaonoughts map but a lot of people don't).
I would prefer not to have the 8 cities rule or teleporting.
Bad weather & Bridges is ok.
No players without a city - no way. (I hate this one more than any other option).
Check your email for the link to the latest version 3.30.7
Gaz
I have no preference in the way of maps. (I do like the kaonoughts map but a lot of people don't).
I would prefer not to have the 8 cities rule or teleporting.
Bad weather & Bridges is ok.
No players without a city - no way. (I hate this one more than any other option).
Check your email for the link to the latest version 3.30.7
Gaz
- korexus
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Pick a map we haven't seen for a while (I know we haven't seen any for a while, but there was a glut of dreadmorgue games, so preferably not that map.)
I'm not keen on 8 cities, but can live with it. I quite like teleports, if they're at a high tech level.
Bad luck and bridges, I prefer not but again, could cope.
No player without a city, not for the first game back...
'Southern reaches' is a map I've always wanted to try out; it has 20 cities, if we're not using any special rules for cities that might be quite fun... Alternatively, 'Middle Earth' would be nice or the original 'classical kaomaris'
I also sent you the manager link (in your private messages.)
korexus.
I'm not keen on 8 cities, but can live with it. I quite like teleports, if they're at a high tech level.
Bad luck and bridges, I prefer not but again, could cope.
No player without a city, not for the first game back...
'Southern reaches' is a map I've always wanted to try out; it has 20 cities, if we're not using any special rules for cities that might be quite fun... Alternatively, 'Middle Earth' would be nice or the original 'classical kaomaris'
I also sent you the manager link (in your private messages.)
korexus.
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- SmashFace
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Re: tribe Info
Sorry, I just noticed that Gaz's list was incomplete. This info is available if you can remember the way through Al's labyrinth, so I'll post it here and save you all the effort.
Also, on the subject of Mystic Ak. You still need 40 POP to make a magician, but 36 will be 'refunded'. This means you have to have at least 40 POP in the province and you can still only make one MAG per transform...
korexus.
Note that the list was not fully up to date as it had 10 pop for a MAG with mystic Ak, but the basic function is right, even if the numbers shift very slightly.Aussie Gaz should have wrote:Advanced Wok Tribes
Version 3.30.7
Number Tribe Effect
1 Quipee Teleport can be used 2 Tech Levels early
2 Ankh Momp Tech upgrades cost $20/level
3 Hobgob 2% EFF bonus per Trade Order placed
4 Miwaunez Maximum EFF loss from owned provinces is 5%
5 Selfter Troop maintenance is 2 gold each
6 El Barachmi 1 Bonus Attack (max 7)
7 Zsuk Corn consumption reduced 20%
8 Femma Tax Income increased 75%
9 Gobet Increases harvesting efficiency by 0.5 level.
10 Tiplap Increases woodchopping efficiency by 0.5 level.
11 Gang Lufo Common Spell Power increased 50%
12 Armrissh 20% less Mining Failure
13 Peelow 40% interest on Piggy Bank
14 Shak Akash MRES filled to 100 at start of turn
15 Terrium spy chances are an automatic 80% (unless it would be higher anyway)
16 Voneva Allows you to try 4 Spy codes per turn.
17 Mbakku Troop upgrade cost reduced by 1/3
18 Earmithonian Double Gold & Black Diamond mining
19 Deberra 50% more GCAs produced.
20 Mystic Ak Pop > Mag cost only 4 Pop
Also, on the subject of Mystic Ak. You still need 40 POP to make a magician, but 36 will be 'refunded'. This means you have to have at least 40 POP in the province and you can still only make one MAG per transform...
korexus.
Last edited by korexus on Sun Jan 06, 2008 10:06 am, edited 1 time in total.
With Great Power comes Great Irritability
- Saladin
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- Calidus
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Re: tribe Info
dangnabbit it all! I should have known that trouble maker Aussie Gaz would put misleading documentation for us all to use!!! Tribe #8 is not Zusk!!!! It's Femma! BAH! (who reads what Sal has to say anyways???)Aussie Gaz wrote:Advanced Wok Tribes
Version 3.30.7
Number Tribe Effect
1 Quipee Teleport can be used 2 Tech Levels early
2 Ankh Momp Tech upgrades cost $20/level
3 Hobgob 2% EFF bonus per Trade Order placed
4 Miwaunez Maximum EFF loss from owned provinces is 5%
5 Selfter Troop maintenance is 2 gold each
6 El Barachmi 1 Bonus Attack (max 7)
7 Femma Tax Income increased 75%
8 Zsuk Corn consumption reduced 20%
9 Gobet
10 Tiplap
11 Gang Lufo Common Spell Power increased 50%
12 Armrissh 20% less Mining Failure
13 Peelow 40% interest on Piggy Bank
14 Shak Akash MRES filled to 100 at start of turn
15 Terrium
16 Voneva
17 Mbakku Troop upgrade cost reduced by 1/3
18 Earmithonian Double Gold & Black Diamond mining
19 Deberra
20 Mystic Ak Pop > Mag cost only 4 Pop
Last edited by Calidus on Tue Mar 27, 2007 9:48 pm, edited 1 time in total.
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