NOTE: I am not in any shape or way associated with the VFE team, I'm just a fan who likes to do creative things and share them. I have no idea about balancing or even how to make mods, I'm just doing this for fun. Hello RimWorld, its me again, that weeb dude who made the VFE Samurai Idea thread about a week ago. I'm back with another round of ideas because I need something to distract me from the shambles of life irl. And because I've been on something of a pirate-y kick. Yarrrgggggg. First to clear something up, Pirates vs Buccaneers. Pirates are dicks. They will kill and loot and murder you for money. Buccaneers are less dicks. They will still kill and loot and murder you for money, but they prefer trading and exploring for wealth first. Basically, while Pirates are plain raiders, Buccaneers are more like adventurers. They also start at a medieval level of tech but can move up as the game goes on to represent how their adventures have netted them some new digs. Important note: Like Vikings, they would be greatly benefits from having ships. I've heard on the pipeline that apparently there is/was a vehicle mod that included ships and cars in the works. All of these ideas are going to be based on the idea that its not going to be required. I know, I know, lot of sad yarr's all around mateys. If Rimworld ever came out with an update that overhauled the seas and ocean tiles, that'd be grand as well.
Storyteller - Material Matty (or Pierce Plunder)
Matty has a similar mechanic to the Raid Restlessness of from the Vikings mod: Avaricious Acquisition. Every quad/yeasomething else, the colony will have to grow in wealth by a certain amount. Your are pirates and adventurers after all, you want the money. This isn't just silver, its the overall colony wealth. For example, say you have it set so that every quad, you need to add 1000 more wealth to your colony. If you fail to do that by the end of the 15 days, you're hit with a stacking -10 mood debuff of "no plunder". However, the inverse would also be true, if you say got 3000 more wealth added in the quad, you'd get a stacking +5 mood buff of "lotsa booty!" that would decay over time, effectively giving you a cushioned safe zone for you to not have to do build more wealth. I'm not so sure about balancing, maybe that after each year, the wealth increase goes up so by year 2 you need 2000 wealth per quad. The whole idea is that your pirate lads and lasses are greedy fucks who always want more and aren't ever satisfied. Part of the challenge is being able to control your colony's wealth growth so that you don't end up in a spot where you have to face down huge raids you aren't ready for. Beyond the AA mechanic, Matty would act similar to Pheobe except that he doesn't do cargo drops as much and prefer creating quests that requires you to go on adventures outside your base. The best way to think of Matty would be to think of him as the sea; when its calm, things are pretty nice and you'll a series of nice events back to back. However, when the seas get rough and the waves get nasty, so does he and he'll also send back to back bad events that will make you scramble to try and cover it all.
Factions
Buccaneer Landing - The generic Buccaneer faction. Their base is often situated around a central crashed or beached ship. They will naturally spawn 2 "factions" with random relations. They are lead by Captains and can use the payment mechanic of Bandits even when friendly. Can also use the Viking raid types.
Adventurer's Outpost - The friendlier version of the Buccaneer Landing that is always going have at least a neutral relation under normal circumstances. Their bases are smaller and more compact but will have a mix of Adventurer and Tribal pawns.
Weapons
Blunderbuss - Privative shotgun that can hit multiple targets at once due its huge spread.
Powder Bombs - Simple grenades of iron orbs, sometimes with shrapnel; can't be thrown as far and has a longer fuse but has a larger area of effect than a normal frag.
Stinkpot - Aka "the weaponized chamberpot", a nasty concoction stuffed into a pot that acts like a privative and fairly disgusting tactical grenade. Anyone hit by its noxious burst has a chance to be stunned by the smell or even become affected by Major Food Poisoning that should hopefully go away soon. They're very messy weapons.
Grog Bombs - Privative firebombs made by using Grog (or Rum if you're a monster). Weaker than molotovs but can be made at a crafting spot.
Swivel Gun - Typically reserved for the deck of ships, carrying one into battle is heavy and slow task. Its a bitch to load but when it fires, its strength is only matched by proper artillery guns.
Trident - The mythical weapon of the sea, it is similar to a spear but also gives a little boost to fishing speed.
Cutlass - A pirate's trusty blade, little bit stronger than the gladius but less armor piercing.
Boarding Axe - A tough axe used in bloody business, its used by raiders to tear down fortifications, barrels and bones. It gives a mining/deconstructing bonus.
Jar of Dirt - An ancient tradition. The jar is kept on the utility slot and when used, the users will chuck dirt into the eyes in the three tiles in front of them. Putting the "dirt" in "dirty fighting".
Jolly Randy Flag - A terrifying black banner with a grinning skull. As long as this banner stands, no buccaneer or pirate worth their salt will run in fear.
Energy Cutlass - A modified shipbreaking tool, this advanced melee weapon is an upgraded version of a Cutlass with better armor piercing.
Apparel
Sea Legs Pants - Insulating and allows to the wearer to always move at 100% movespeed, regardless of the terrain
Buccaneer Greatcoat - A less insulating parka that looks more akin to the duster, it removes the "Soaking Wet" mood debuff from rain
Armored Greatcoat - Dashing outerwear for the paranoid privateer. Its the same as the above but has a little bit of armor due to the plates sewn into it.
Buccaneer's Bandana - A colorful bandana to wrap around one's head. Useful in keeping the beating sun off the top of a head.
Tricorn - A classically colonial hat, improves trade prices.
Fuse-lit Tricorn - What kind of mad idiot would carrying lit fuses on their hat? Someone who clearly doesn't care. It gives a small buff to fire rate and pain tolerance.
Powder Belt - A belt of powder and spare rounds, decrease time between shots.
Morion Helmet - The iconic metal helm of conquistadors and adventurers. Try not to topple too many native empires if you can.
Captain's Hat - The ultimate sign of authority aboard a ship, its even good enough for those landlubber nobles to wear.
Captain's Greatcoat - A "prestige" version of a normal great coat that comes with some armor and able to satisfied royal titles.
Items
Blood Orange - Genetically modified oranges that can grow in sand and gains a boost next to water, thought to have been some ancient corporate project. It has a bitter taste, even after cooking (think of the insect meat debuff), but it can greatly improve blood filtration/immunity gain rate and natural healing. Can be turned into Blood Orange Mash by combining it with Molasses at a brewing station so it can be administered as a drug to patients.
Molasses - A refined version of sugar known for its slow consistency. When used as a condiment, its a more potent version of sugar. Can also be used in the process of making Rum.
Rum - The drink of the high seas! Its made by combining Blood Oranges and Molasses into Blood Orange Mash then sticking it in a Rum Fermenting barrel. An alternative version can be made with just sugar and oranges but it'll take more of each resource. It improves movement and social impact but can easily intoxicate a person.
Grog - Watered down rum that has less of an effect than the real thing but also will get someone drunker much slower. Can be made at a brewing table for a 1:2 conversation between rum and grog.
Whale Fat - Can only be obtained via fishing and can be refined into chemfuel very quickly at a very efficient conversion rate.
Figurehead - A special type of statue that can only be made of wood. Its a thing of beauty rumored to be able to reduce stormy weather.
Crow's Nest - A defenseive structure high off the ground that can't be built under a roof. When manned, a pawn will enter it and gain a huge boost to accuracy and a little boost to range. However if they are shot off or the support is destroyed, they will fall to the ground, hurting themselves.
Captain's Wheel - While not connected to anything, it serves as a fun gathering place for the crew who often sing sea shanties around it. People with better social skills sing better shanties like the Royalty "speech from the throne".
Deck Gun - A small defensive cannon with a narrow firing arc in front of it. Its "explosion" is more stretched out to simulate its ability to punch through multiple targets in a line. Legends say that those around them sometimes find better romantic prospects.
Artifacts
Found only during the Treasure Hunt event or as a quest reward, they will could as having gained a level of colony wealth for Material Matty's Various Acquisition mechanic.
Dead Man's Chest - "Trust me laddie, no treasure is worth dying over. Especially not twice."
Put in the utility slot. If the wearer dies, they will be resurrected for a short time before succumbing to the "Dead Man's Curse", an incurable disease, and taking the chest with them.
Kao Mang's Magical Map - "This map doesn't lead anywhere!" "Take another look. It leads to places other than those you can see."
A one time use item that will instantly teleport a caravan to a destination, arriving on the map edge if attacking.
The Sparrow's Wayfinder - "Where does this compass even lead?" "Exactly where you want to be."
When brought along on a caravan, it will increase the caravan's speed while decreasing its visibility a it leads people into strange shortcuts.
Nanofiber Jolly RandyBanner - "Heave ho! / Haul together! / Thieves and Beggars / Hoist the colors up high!"
An ancient banner made of a strange psychically resonating material. When placed down, it increases labor speed and pain tolerance in a sizable area.
Cursed Gold - "Oh! How glittery! How shiny! This gold is mine you hear? None of you can have it! Not even you voices! Shoo! Shoo!"
Extremely beautiful gold that dramatically increases the value and beauty of anything made from it. However, anyone in contact with it for too long may start to randomly break as its curse takes hold of their mind.
Bionic Hook Hand - "Nanotrans is not responsible for any damages done by the hook or its user."
An discontinued line of bionic hand. It causes noticeable pain but is a regular bionic hand that transforms into a gnarly hook, allowing its user to deal considerable damage even without a weapon.
Abyssal Anchor - "You didn't pay the tithe, captain? YOU DIDN'T PAY THE TITHE???"
A huge, unwieldy anchor of mysterious origins. It swings extremely slowly but can crush nearly anything in a single blow. Its so big, that it even provides a little armor.
Queen Maeve's Revenge - "You idiot... Blackjeer always... gets the last... laugh... even... in death... hah..."
A heavily modified rocket launcher that carries a single use antigrain rocket. Excellent for sending a final "fuck you" to anyone to tries to sink your ship.
Heavy power armor used in boarding actions. It comes equipped with a Whaler-pattern Harpoon launcher, capable of stunning and dragging an enemy to the user.
Starmetal Cutlass - "Thing o' beauty ain't she? Sent from the star 'em selves."
An beautiful blade made of an unknown advanced alloy with an insane level of armor piercing and cutting ability.
Can be used like a normal telescope for fun, but can be "manned" like a turret to mark a location for an ancient decaying satellite to drop an orbital strike at. Has the same cooldown as the Orbital Strike permit.
Riptide Psylink - "Alright, I ain't gonna lie, this'll hurt something fierce. But on the bright side, if you live, you'll be able to take your revenge!"
A bootleg psylink, its used to learn either Kiss of the Deep, Bermudian Fog, or Watery Grave. Kiss of the Deep can force pawns in a tiny AOE to suddenly become incapacitated as their lungs fill with seawater. Bermudian Fog will blanket an area in fog that's the inverse of smoke; enemies inside will have a much lower accuracy and higher time between shots. Watery Grave creates a large patch of marsh that will disappear over time, slowing enemies within.
Tidebreaker Artillery - "Sir! They're all around us!" "Good, that means we won't waste our shots."
A huge super mortar that takes 8 mortar shells to load and fire. It takes a long time to load and aim, but it can single handily lay down a barrage of 8 shells to carpet bomb an area. No kill like overkill.
Animals
Megaturtles - Nature's walking tanks. They are huge, they are heavily armored and they do not like to be poke. They do lay some nice big eggs though.
Powder Monkeys - Some sick cross between a boomrat and a monkey that detonate upon explosion. (Could be used to man certain guns?)
Figurehead Maidens - For every sailor that drowns at sea, there is a maiden waiting their impossible return upon the shore. Its said that these heartbroken lovers walk into the tide, letting the salt water fill their lungs. In death, their spirit possess a sunken Figurehead in the hopes that they might, might find their love again. Extremely aggressive, untamable and can terrify pawns. (Could be tamed/made from a dead lover?). Can be deconstructed at a smithy for wood and gold.
Shipcat - Aboard a ship, mice are a grave danger so cats have long been used as hunter and mascot. Buccaneers have bred this breed of marine meow-ers to be large and smart enough to help haul.
Landsharks - Because some jackass just had to find a way to make them even more terrifying. A hybrid animal that resembles a shark on legs, its a predatory beast without repute. Can be surprisingly derpy and cute. (nuzzles often when tamed)
Crabs - Skittish little things that can be hunted for their delectable crab meat.
Crabboth - A very, very large crab that's difficult to take down due to its armor and dangerous due to its large claws. Some crews test their mettle by trying to bring one down for the meat.
Events
Treasure Hunt - Similar to a ruined base exploration event, however there is a chance that instead or among the treasure, there is a Treasure Map fragment that will lead you to another location to explore and fight over. These hunts can take a long time and take your colonists far from home in the hopes of getting a legendary artifact! You can also find masterworks and legendaries of other items. Sometimes you might not find anything and the real treasure was the friends and warcrimes we made along the way!
Adventurer Hosting- Similar to hosting refugees but your pawns may be offended or flattered by the adventurers as they try to learn about your culture. Be careful! They might betray you by holding the highest ranking noble hostage in exchange for wealth. Or they might have been using this opportunity to scout out your base for an attack! On the next raid, you might find any turrets you have suddenly destroyed or inoperable and the raiders wiser to your defenses.
Adventurer Expedition - Some adventurers are requesting some help and want to hire one or a few of your pawns in their next expedition. This could end in one of several ways with them coming back with some money, a lot of money, treasure, wounded or not at all.
Council of Captains - The Buccaneers are holding their annual council of captains meeting, an important event that by tradition, has to be held on open sea or neutral ground. They are requesting to use the area by your settlement as such a neutral ground. If you accept, many Buccaneers will arrive and hold their meeting for up to a few days during which they may break out into social fights. You could betray them all if you're willing to pay the consequences.
Pawn Types
As the game progresses, Buccaneers will start to use better weapons. By the end of the game, they'll come with charge weapons and more advanced equipment. While anyone has a chance of spawning in with a Jolly Randy, only the Bosun is guaranteed to do so while staying in the back lines.
Swabbie - Basic mixed enemy with terrible skills and equipment, rely on mass and numbers.
Deck Hand - Standard buccaneer crewmen, metal flavored.
Deck Gunner - Standard buccaneer crewmen, gunpowder flavored. Leans towards pistols and smgs.
Swashbuckler - Skilled speedy swordsmen who know how to stick em with the pointy end and also carry grenades.
Gun Lubbers - Skilled gunners who prefer to use rifles when they can along with their bombs.
Quartermaster - Master gunners who use the fanciest guns and carry swivel guns and bombs. Tend to be the best armored.
First Mate - Master fighters who are the arm of their captain and never break.
Bosun - The crewman entrusted to carry the flag of the Jolly Randy, they tend to stay in the back to make sure no one else falls back.
Conquistador - An upgraded elite Adventurer with the best armor and gear they could find or buy.
Explorers - Adventurers who use longer ranged weapons such as rifles and snipers.
Mercenary - Most basic version of an Adventurer who come in a variety of colors.
Allied Warrior - Tribal warriors who aligned themselves with the adventurers for one reason or another; same as regular tribal down to relying on numbers.
Allied Archer - Same above but with bows or other ranged weapons.
Allied Champion - Elite versions of the two above with better stats and equipment.
Scenarios
Rogue Privateers - Differences between you and another crew have boiled over on a trip and it has escalated to a fight! Grab you guns and get to cover! Start right next to some hostile pirates that you have to first fight.
Very Lost - After an ambush, you were separated from your group with limited supplies. Thankfully, you could grab a few things and found a few survivors. More importantly, you still know the location of a treasure spot! Basically you start out with sleeping bags and food with your goal being to reach a treasure hunting spot far away. Almost like a nomad play through. Starts with 3 Adventurers and two random natives.
Again, thank you for reading my semiconscious stream of thought I wrote instead of going to bed at a reasonable time. Seriously, its like 1 AM now that I'm done writing and I've had pirate music in the background for most of it. Jack Sparrow is going to find me in my fucking dreams in a Randy costume. Speaking of which, I had a good bit of fun making eater eggs to other pirate-themed media and myths, hope someone finds them as amusing as I did.
As long as I can remember, I’ve had an issue with gambling. Lost every penny to my name at the tables, spent more time indebted to the House than I ever spent in one. I don’t know how to explain it. I only ever felt alive in the casino. The flashing, flickering lights, the resounding echoes of dice on red velvet and whiskey downed desperately, like water in the desert. Nothing changed when I died; nothing important anyway. Same games, slightly different stakes. We gamble emotions now. Sensation. We play cards or craps for the worst ones, like exchanging shitty cigarettes. For the other lost souls and I, it’s a familiar dance. We’re all of the same ilk here. Not benevolent enough for heaven. Not wicked enough for hell. Just dead. Just here. Gambling and scrounging and doing whatever we can to feel alive. Sometimes other things pass around. Lotsa us call ’em demons, but I ain’t too sure. I’m pretty sure they’re just the dealers. Just a few folks being a little less screwed by the House. I’ve seen a few around, but they had no business with me. They just wanna find the fellow on their list and bring ’em to the Grand Casino. Won’t take no one else, won’t hear nothing else. The Grand Casino. That’s where you can win big. I’ve heard stories of folks leaving with ‘happiness’, ‘joy’ and ‘pleasure’. Hell, heard one guy even gambled his way back to the world of the living. ‘Course I never met someone who won, or even returned from the Grand Casino, short of them dealers. And them? They keep tight lips. Don’t say much one way or another, whether folks bash the place or praise it. ‘Magine its part of the House rules. Now, I’ve already told ya’ I’m a simple man. I like sleep, like booze and like gambling. Never turned down a chance at any of ’em. So when the dealers came a’calling my name, you know, I didn’t put up no resistance. The lessons I learned in life, I carried with me when I got here. And one of those lessons? The House ain’t perfect. Damn near it, but it ain’t. Sometimes it puts a man behind the table with a heart too soft to help a man hang himself. After a while, you can see it in ’em. Its in their eyes of course, but its really at their lips. Had one fellow, when I was alive, would mouth numbers for me to bet on. Never any big wins, but enough to put a hot meal in me. My dealer now kinda reminds me of that kid. So my dealer. Hes tall, talking twice my height and I’m a good six foot. Kinda transparent and warpy, like your six drinks in looking at the world through a puff of a cig. Sometimes its got features. Like a real pretty lady one minute. Then an upright lion. Swore it looked like my Pa at one point too. I followed where it led, no use in wasting time. At first I didn’t say nothing. Their kind never answer questions anyways. But I ain’t never been good at silence. Makes my skin crawl all jittery like. Think that’s why I liked to hang by the slots. Never quiet there. “So whats waiting for me over at the Rising Sun?” I smile as I ask. Its what me and a few others would call the good casinos, or the bad ones, dependin’ on your feel. The ones that made you feel like God, all powerful and shit with enough money in your lap to hide your excitement as some sexy lass nibbles at your ear. Same places where you’d crash hard, harder than anything else, hard enough that you don’t even feel your broken arm when security chucks you out ’cause your souls in so many pieces you sure it ain’t ever going back together. And then your sittin’ there in your own piss and stench, trying to find the energy to crawl into the road and end this goddamn catastrophe while wondering why. Why couldn’t you just take your winnings and go? Whys it always one more game, but it never is? I had a million dollars that night. A million. Owner of the House came out, congratulated me. He waved the dealer off and smiled. “Double or nothing?” The fucking monster. I was hot, hot off a win, throat burning from a fireball, cheeks flush at the touch of impossibly soft lips. Should have said no. But goddamned if I’m anything but who I am. And who I am is a gambler. “Listen. The only way to win is not to play. Drink nothing he gives you. Eat nothing as well. It will only dull you to reality. He can only take what you willingly give. Give nothing. And do not speak of this exchange,“ the dealer entity’s voice pulls me back. We’re standing in front of a large, ornate door, but its not attached to anything. They’re looking down at me, staring something fierce. “What’s your name?” Don’t know why I ask, but it comes to mind. Feels important. “I am Eleador. I must leave now. I have another to retrieve. Heed my words or do not, but share not what I have given you.” They pull away as they speak, but I grab their arm. Or try to. Feels like a real thick fog, almost water, but not quite. “Thank ya, Eleador. Yousa good fellow.” Thinking back, there wasn’t no reason for me to go through that door; I mean, no reason at all. I knew the Devil was sitting there, just waiting for me. Then there was the dealer’s warning. Eleador, goddamned if my gut don’t drop even now thinking of ’em, told me the game was rigged. I just…had to keep playing. I opened that door to the prettiest palace of sin. Men and women strutting about, some carrying trays of sweets whose very appearance made my mouth water. Others embraced freely on satin furniture as they sipped strange liquids from intricate glasses. Despite the resounding bell that rings when I open the door, none of them notice me. Or if they do, they don’t show it, going about their business completely unfazed. Entranced, I stepped forward. A hand, heavy, falls on my shoulder from behind. A man stands where the door once was. “Welcome. We’ve been waiting for you.” His stern tone, combined with the forceful way he leads me towards a table, makes it clear I have no choice. He’s the only one dressed in such a business-like way; in a room of lace bikinis and well adorned loincloths, his modestly tailored suit is off putting. “Well, ah, sir, guess I should be saying it’s an honor. But where am I? And who’re you?” The man plants me firmly in a plush armchair. “You’re in a casino. My casino. And we’re going to gamble now, aren’t we?” My lack of response seems to upset him. “I have something you want.” I feel it in my gut. I don’t like this man. Reminds me of the fellow that used to spit at me when I slept off Raeborne Avenue. “Sir, I ain’t a wanting man. Don’t need nothing, don’t want nothing.” He slams and open palm onto the table, spreading a mess of cards as he does. “You wanna play. And I do too. I suggest you make yourself comfortable. Take a drink. Grab a snack. Figure out if you’d rather live again or go to heaven. Or maybe something else. Whatever you want. I just want your afterlife. Your loyalty and servitude. Your choice of game.” Eleador said the only way to win is not to play. But someone has to win every now and then. No one would play if not. I can be the one. I have to be the one. “I don’t want nothing. But I’ll tell you what. I’ll play a game of blackjack with you. You win and you get whatever it is you want. I win, you do a friend of mine a favor. Deal?” There ain’t nothing for me in life and heaven never sounded too sweet. But I know a soul needing salvation. The fellow blinks hard a few times, but nods. “A drink to seal it?” “No sir, I, uh, know better than that,” I don’t know how else to phrase it, but that certainly wasn’t the right way. “Fine. I’ll tell you what I want if I win. The name of the fool who ruined my game. So, lets play, you lucky fucker”. Things changed. Where once there were others, now we are alone. A dim lime light flickers above us. The man, he ain’t no man. He’s a beast with hooves and fur and the like. I looked in it’s eyes, at least two of the myriad that pocked his flesh and knew I didn’t have a chance in hell. But I still played. Gambled with something that wasn’t mine. And I lost, and I broke a promise that, for once, I intended to keep. I tell this tale to you as I tell it to others who wander the Wasteland. Maybe you’ll listen ’cause I know for damn sure they don’t. I don’t wish this feeling on nobody, this pain and ache and sadness. I ain’t content with this limbo no more. I worry ‘bout Eleador every moment. Worry ‘bout what the Devil did to ‘em. Don’t make my mistake, lads. I didn’t learn in life and I didn’t learn in death. I only learned when it was too late. Don’t play the odds. Not once, not ever. The House will put its claws in you and never let go. But if you do, if you gamble at the Grand Casino and you find yourself on a winning streak, see if you can set Eleador free. I don’t wanna know what that monster did to them.
Darnit, Tullipen. There are still too many tags too write tier lists for! I wanted to remove one by removing Korea, but noooooo. At least you removed Nepal I guess. That’s the 5th tag you’ve removed of my tier lists so far, so I suppose I can’t complain about your performance. Besides that Europe is just… weird. Tondo started off in Asia, then exodus’d to the New World, and is now in Europe. Was this their plan all along? Will we in the next sessions see the conquest of Europe by Tondo? We will have to wait and see. Besides that, Prussia is still a thing, but England, Poland, Genoa, Milan and Venice no longer, good work y’all. Oh and Bukhara too, nearly forgot about them, despite probably being the most significant war of this session, as it went back and forth the most, with most other wars being short and mostly ganks. I should probably point out, with a lot of the lowest ranking countries being killed, some nations might find themselves a tier lower than they were. Power is relative y’all, and tier listings do not account for circumstances. Y’all have been doing great just to make it this far.
Player of the Week:
Cyxpanek: Cyxpanek gets this for managing to get together a very interesting set-up. This appears to be well though out and might actually make cyxpanek relevant later on if this goes well. There also wasn’t that much competition to be honest, but still good stuff all around.
S: Super Powers
Prussia-CrazyBlitz/Jones: Still Prussia. Prussia did not explode like crazy or anything, and actually gave up a couple of provinces to the allies. On the other hand though, Prussia did gain more dev, probably from Poland and potentially devving as well and is now probably getting some of those Juicy Venetian Italian lands. Also, FL of 188, holy yowzers. Also: Prussia is fully built up in every sense of the word, so now it’s just going to be war and saving up moneyz for war. All in all it seems like this was the session of Prussia getting ready. Next session we’ll probably see some Prussian related action. But it’s not like I’m Nostradamus, so I might be wrong or something.
A: Great Power
Bharat-Tullipen: You know, before looking in-game I was tempted to give Bharat the S-rank, after finding out their incredible power first hand. But after taking a look at spooky Prussia I really can’t justify that anymore. I do think a comparison is in order though. Prussia obviously has the better NI’s and government, but putting that aside for a moment, how do they stack up? They have practically the same FL, with Bharat 182, and Prussia 188. Prussia’s income, is weirdly enough higher than that of Bharat, with Bharat making 148, and Prussia making a whopping 169 (nice). Manpower is also telling of the gap that usually exists between Asians, and especially Indians and Chinese, and Europeans: Prussia has nearly double Bharat’s 76k FL, with 126k. Of course, being compared to Prussia is compliment enough to Bharat, and there’s a reason I didn’t compare them to another Asian. That’s because at this point, any such comparison would leave Bharat looking overpowering. To be honest, Bharat only has to fear an immensely wide coalition, without that Bharat has more or less free reign over Asia. Tullipen could use this to become a practical WC’er, though that would likely incur the precise one situation that could topple mighty Bharat. Instead though, Tullipen appears to be taken a Monroe doctrine sort of approach, as they restored Korea’s old borders by forcing Sui to spit them back out. We’ll have to wait and see whether this is due to a whim, or a conscious strategy by Tullipen.
Ottomans-Checklad: Checklad, in my opinion, wins the reward for weirdest borders. Right now the Ottomans have a giant Wing extending until Mongolia. That means that if we don’t count vassals as separate states, there’s only one country between the Ottomans and Korea. In fact if it weren’t for Ethiopia owning Alexandria, you could go from the Atlantic coast in Tunis to the Pacific Ocean in Korea with just four countries. And if Korea had collapsed it would have been three countries. Oh well. What was I talking about again? Oh right, Ottomans. Anyways, Checklad was subbed by someone whose name I’m too lazy to look up. Statwise the Ottomans are still pretty stronk. Income is highest in the game, though that is only due to 35k in subsidies from Venice that are not yet cancelled, without that Prussia has more. That kinda shows how insane Prussia’s income is. FL is the highest in the game, but not that much higher than that of Prussia tbh, 254 with Quantity and Ottoman ideas vs 188 from just Prussia with only offensive ideas helping. When compared to Prussia the Ottomans do have much more room to grow though. They have a decent amount of buildings already, but many more are still available. The Ottomen also have lower manpower than Prussia, another spooky fact. All in all the Ottomen are quite powerful, but their vast size might make you overestimate them, and draw enemies toward them as well. We’ll have to see how the Ottomen continue to fare going forward, though for now I’m hopeful.
Castile-doinkey: That’s a pretty Yellow Britain. Castile now truly spans from the gates of Gibraltar to the Scottish highlands. Statwise Castile is rather interesting. Income has actually fallen relative to other powers, with only 130 ducats, probably because Castile has gotten strung out a bit without the best of trade set-ups. FL is about the same as Prussia and Bharat, with 186. Interstingly enough though, Castile has much more building slots open than Prussia for instance. This might mean somewhat of a race against the clock, as their advantage will likely be greatest next session. That is of course assuming Castile is going to be Prussia’s enemy, cause another interesting fact is that Castile now is allied to all its neighbours. So further expansion will necessitate the breaking of an alliance. We’ll have to wait and see whether Doinkey will go for that or not.
B: Major Powers:
Tuscany-Serenade: Tuscany is probably the country you most wouldn’t expect on a Great Power list when looking at their size on the map. Guess all that Italian land is great though, cause they certainly are on there. Income wise Tuscany has nearly as much as Prussia. It’s a weird feeling to use Prussia as a standard for high income. As with most Italian powers though, income is the best part of their country, and the rest is quite a bit behind their peers, so still no A rank for Tuscany. Despite having full FL buildings in all of their provinces for instance, Tuscany only has 142 FL. Not bad, but not quite up to the A rank standards. Still, with a 100k manpower Tuscany is not far off. We’ll see how they continue to develop.
France-Pashalis: … Why is France behind on diplo tech? I guess integrations, but still. Besides that Burgundy traitorously changed their beautiful red to a disgusting blue and formed France, though they wisely kept Burgundian ideas, so I guess it’s for events and stuff. Besides that Burgundy continues their trend of having great ideas, but being a bit behind in all raw power kind of stats. Income of 123 isn’t bad, but not quite up to the A level. 117 FL isn’t bad, but quite a bit less than that of Castile or Prussia. 72k manpower isn’t bad, but less than that of A rank powers. All in all Burgundy definitely is a force to be reckoned with, but not quite as big as one as Prussia or Castile is. We’ll see how that will change I guess
Majapahit-Reichtangly: You know, I was half expecting to downgrade Majapahit together with Sui, but one look at their income changed my mind. Basically Majapahit now makes as much money as Bharat. Unfortunately they don’t stack up in other regards. FL is only 102, which isn’t terrible but could be better. Max manpower is also a little lower, though not that much. The main difference is of course Ni’s as Basically doesn’t get much more than income stuff from their NI’s. However, compared to Bharat Majapahit still has lotsa building to do. A whole lot of FL buildings are still available, and with tech 14 come manufactories that are required for the majority of Majapahit’s trade goods. All in all Majapahit has more growth potential without conquering than Bharat and Sui, so I expect them to maintain their position at the very least next session as well.
C: Regional Powers:
Ethiopia-N1tr00: Ethiopia now stretches fully from sea to shining sea, all has been integrated. A though country to tier, Ethiopia walks the tight-rope between B and C ranking. In the end I decided to make Ethiopia king of the C nations, rather than the beggar of the B nations. I suppose another comparison is in order, I must admit I like doing those. In this case I think the logical comparison is between Ethiopia and Majapahit. Both powers with a lot of dev, good income and a focus on trade. Ethiopia’s income isn’t as high as that of Mjapahit though, despite their gold, and only comes at 118 ducats. Probably due to poor trade good and lack of buildings. FL is actually a bit higher, at 129, despite not having any FL buildings. I suppose trade companies help with that and also the sheer amount of dev under Ethiopia. A third thing to talk about is navy which I don’t talk about enough. Ethiopia’s navy certainly isn’t nothing, with 13 heavies and 27 lights it’s not to be discounted like for instance Han’s navy kinda can be. But again compare it to Majapahit’s 30 heavies and you can see why I decided to place Ethiopia a little bit lower. The reason behind the comparison is, besides it being useful to show why I decided to keep Ethiopia in C rank after all, is that Ethiopia has been colonizing its way somewhat towards Indonesia. This might just be to steer trade away from Malacca, that is entirely possible, but it might be more. We’ll have to wait and see I guess.
Hungary-Moredroz: Hungary got the lion’s share of the Polish lands. Despite the gains in territory, Hungary has actually fallen behind quite a bit. The best comparison is France, as both have good NI’s but stats that hold them back. But where France has 123 income, Hungary has 85. Where France has 117 FL, Hungary has a disappointing 71, mostly due to not having offensive and barely any regimental camps. In the same trend manpower is lacking a bit as well. On top of everything, Hungary is a bit behind on tech as well, at 12/13/12. So why is all of this a thing? Well for one lack of a good trade set-up. There’s also the fact that the Hungarian lands don’t appear to have the best trade good set-up either. With a lot of cows, wool and grain. Hungary also hasn’t stated or cored all of their new holdings yet though, so that’s certainly also a factor. All in all Hungary has fallen behind a bit, but with some consolidation and some building up they’ll probably be back in B tier pretty soon.
Brandenburg-Moebius Brandenburg snakes from Cleves to Konigsberg. Fun fact: all Brandenburg would need to form Prussia is for the other Prussia to not exist. Prussia’s income is actually way higher than I remember it being. A whopping 74 ducats. More development too. And a FL of 110? I had not expected this, but time to move them to C tier then. They are basically stronger than Hungary by all metrics I can think of. Brandenburg probably grew the most this session. Good stuff. Brandenburg is still no Prussia, in both senses of the word, but it’s a start.
Sui-Liutasiun: I was tempted to keep myself in B tier, but I really couldn’t justify it. It’s not necessarily that Sui has fallen that low from the provinces they’ve been forced to give back to Korea, but more that other countries grew in their stats much more than Sui did. 97 income just doesn’t quite stack up, mostly due to poor trade income due to lack of control in the trade nodes Sui has provinces in. FL of 122 isn’t the greatest either, though not that bad. The really bad part is the manpower though 33k max. Owch. That is only about 3x the absolute minimum with which you start. Why is that? Well: total development: 681, tax: 282, production: 294 manpower: …. 105. China has low starting manpower, and when I was developing I was also filling out military idea groups, so not a whole lot of military development either, plus I was kinda maximizing income development. All in all that’s kind of coming back to bit me, as even in the big built up war against Bharat, I wasn’t over my FL, cause manpower just couldn’t fill its share and I was at like 120/130 FL (was a bit higher before the losses to Korea). Diplomatically Sui has made the interesting choice of breaking with their long-standing ally Han. At least nobody can claim anything about a Chinese hugbox anymore. It’s an interesting choice and I wonder if it was a calculated move or more of a spur-of-the-moment thing (spoiler: it was a little bit of both), it remains to be seen whether that will work out or not.
Han-Rohyrym: The deed is done. The Han have arrived in the Americas. But at what cost? Well the alliance with Sui broke. Not really because of the exodus, tbh, more because of the fact that Sui mainly wanted the alliance to protect against Bharat, then it turned out Han didn’t actually help in that, and his lands might. Anyways, stats, always an important part of any tier listing. And I find them to be less boring to talk about when comparing them to comparable nations. Let’s just pick somebody to compare with at random… I know! Sui. Income-wise Han has totally caught up, making basically the same as Sui, but with a catch. Namely the fact Han is paying nearly 4x the amount in state maintenance, partially due to more dev in those states, not at all due to any edicts (there are none) but mostly due to the fact that state maintenance is increased based on distance. Such are the woes of the semi exodus-er. Han’s 12 inflation also doesn’t help matters. FL is way lower though, at 89 vs Sui’s 122, nearly 2/3. That’s what happens when you don’t build FL buildings but your neighbours do. Besides that there is the idea group difference of course, and for some reason Han is one mil tech behind. All in all Han appears to be a little bit behind Sui, though I should point out Han’s current standing army is nearly 40k stronger, and they’ve got the Dali vassal, so it’s not all bad. Besides this is might be interesting to note that despite needing control of the seas to operate their ocean spawning empire, Han only has 3 heavies, and 30 lights. Even half of Majapahit’s fleet wouldn’t have trouble dealing with that. Obviously in a real life situation alliances come into play, and that is probably where any hypothetical Chinese war will be decided by. So it could really go either way.
Persia-Leeroy: Don’t forget to turn your policies of Leeroy! Anyways, besides that Persia is looking quite good. Good control over trade zones means that Persia now makes an impressive 47 income from trade. Unfortunately production and tax lag a bit behind, but that still comes together for a nice 97 income. A little higher then the Chinese have. The rest, unfortunately, is a little worse than the Chinese have. 12/10/13 tech (though full ideas), and FL is more than a little bit worse than the Chinese, at a rather bad 66. Few FL buildings and no offensive ideas are the cause for that I suppose. Both of those things will be resolved in the future though, if nothing goes terribly wrong. Diplomatically there’s still a little bit of AI to get, but then Persia will be caught between the Ottoblob and the powerful Indian alliance, so we’ll have to wait and see how that turns out I guess.
Songhai-slayingbeast: Songhai still stronk. Now that Benin is out of West Africa, and all vassals are integrated, West Africa looks beautifully blue. The same cannot be said, unfortunately, for Kongo. Oof, bordergore-galore with no excuse. In all seriousness though, Songhai is doing pretty well in most regards. Unfortunately Songhai is still really behind in ideas, which continues to be a problem. Tech has also fallen a bit behind with 12/12/13. I suppose that is the price of conquering yet more land. Still, It’s nice land, and 103 income isn’t half bad. 81 FL is though. I was kind of tempted to lower Songhai a tier, but that would immediately put them in pretty bad company, and they’re really much stronger than that, they just need those ideas filled out though.
Mughals-Bbqfeet: Mughals is a bit difficult to tier, and I was strongly debating whether to place them in C and D, neither felt entirely correct. Tech and ideas are great and all, nearly everyone’s are, and Mughals certainly isn’t struggling. But statwise Mughals just isn’t that impressive. FL of 109 is pretty good, and 55k manpower is better than some other C tier Asians. Income is the main thing, the Mughals only make 61 of it. This is mostly due to exceptionally poor trade income, only 13 ducats. Though the rest isn’t the greatest either. This is normally where I’d say Mughals’ trade set-up should be changed, but honestly I think they have the problem that their trade nodes just aren’t the best, and other people all get a lot of trade power in the nodes that they own, due to those nodes having more power in them, as well as caravan bonuses. I eventually decided on the C rank partially because another cause of the low income is -30% tax efficiency from random events which will wear of in a couple of years. Also no prosperity at all (?), so just stay at 1 stab and income will increase significantly by that too. Last of: accept some cultures! You have 3 slots open and that will help a lot as well. Just accepting 2 cultures will increase income by at least 3 ducats. Per month, as well as manpower and unrest stuff of course. All in all Mughals aren’t too shabby or anything, but kinda just on the edge between being a powerful contender to keep track of, and more of a minor power that’s also around.
D: Local Powers
Ayutthaya-MrMoe: Ayutthaya continues to grow slightly in size, but remain a bit behind in most statistics. Ayutthaya is actually one of a few that’s still a bit behind in ideas, though 2, not nearly as bad as Songhai for instance. Income of 53 just doesn’t keep up with their neighbours, neither does a FL of 81, though it’s not that much worse than that of Han, so it’s not that bad. Those aren’t exactly fair comparisons though, as Ayu has less land than them. A better comparison would be Malwa and Mughals, both of whom Ayutthaya approximates. All in all Ayutthaya is in much the same boat as last session, and thus stay in the same place.
Malwa-Shapesoul: Malwa is still officially a sandwich, though a rather odd shaped one. A nearly Shia oddly shaped sandwich to be more precise. Having half you country occupied by rebels tends to not be the best for your statistics. So I can’t say too much about Malwa in that sense. But hey, they now border Yarkand and go all the way there and stuff! Ideas are still a bit behind. For a more in-depth look the rebels need to clear, so that’s for next week I guess.
Tondo-Egil: Tondo owns the Mediterranean islands. Why? Mortal men cannot comprehend such questions. It is beyond our feeble minds. I suppose those naval ideas paid off in beating up Venice though, good stuff. Besides that income is pretty good, at 80, and a FL of 58 isn’t absolutely terrible. This session did see the rise of competition in America, by which I mean Friesland and Han arriving in force. Also Genoa I guess. I don’t quite know how Tondo intends to deal with that. We’ll have to see going forward.
Uesugi-PETEAIR: So Uesugi is another difficult country to place, as I have no idea to put them in D or C. In the end I decided to go for D for now, but will keep a close eye on whether to promote them next session I suppose. As of now their income is too low, at only 60 ducats, and they don’t have the temporary penalties or unaccepted cultures that the Mughals had, nor the high FL, as theirs is only 61. Still, UEsugi came from far, and is now with the exception of one idea fully up in ideas, though one mil tech behind, so it’s a little of give and take. Diplomatically there’s the Korean situation. Uesugi was allowed to finish the war they’d started against Korea, and managed to finally take 100% warscore, then 5 countries allied Korea to stop Sui from taking anything from them, and eventually Bharat even restored lands to Korea. Now Uesugi’s truce with Korea is up though, will the nations that came together to stop Korea also want to stop Uesugi? I don’t know, but much of Uesugi’s expansion depends on it.
Sweden-Distinct: Back to my favourite bankrupt nation that for once isn’t actually bankrupt. Sweden is 3.4k in debt though, so I’ll take it I guess. The scars of those bankruptcies still run deep though, and Sweden still has many bad things going on. Income of 58 isn’t all that terrible, though I’ve seen better. Inflation of 32 is pretty terrible though, and will take many decades to pay off. 11/10/12 also isn’t that great, though at least ideas aren’t bad with 20/21, but that 4th idea group will still take quite a while. On top of that Sweden’s great FL isn’t that big of deal anymore as other countries’ FL has also grown considerably. I want to give Sweden a higher tier, I really do. But I just can’t help but see so many more systemic weaknesses in Sweden than in nearly all other countries. As such they will remain D tier this session.
Denmark-Axes Axe: Denmark was AI this session. As such ideas, income and FL are all a bit behind. Having to conquer the broken free Norway certainly didn’t help matter either. Something interesting to note is that AI Denmark apparently built a whole bunch of heavies. Not sure what for, but there ya go, you learned something today.
Portugal-MaXy: Ah, the Emerald Isle. I don’t quite think that’s what that’s supposed to refer to. Still, Portugal is still doing Portugal thins. Making money, developing stuff, contributing in wars. Doing colonial stuff. To be entirely honest I’m not quite sure what to say about Portugal, they’re doing fine, and nothing out of the ordinary. I suppose I should say you should probably build some more buildings? Oh actually: USE ESTATES. Moneyz is important, and the monarch power you get from it are also really good. It’s something I notice way too much countries not do, it really adds up to something significant over a campaign. I think I calculated it to being about +0.5 in every monarch stat if you just use the 100 power every time it’s available. 150 is optimal, but it’s understandable if you can’t do that.
Tunis-RG: I like the name ‘’the pirate confederation’’, nice and appropriate for the country. Idea-wise Tunis is still 6 ideas behind, which puts them in the middle of the pack of those who are behind on ideas. 46 income is pretty good for a Maghreb nation, and all around Tunis is looking better. As always though, other nations are better-er, which is totally a real word. As such Tunis continues to walk a difficult path. We’ll see well that path is walkeded going forwards I guess.
E: Minor Powers
Yarkand-HP_civ: Yarkand continues on. Not especially powerful, but not especially unpowerful either. Their income is their greates asset, at 53, and FL is their greatest obstacle, at a measly 32. Some FL buildings might be warranted. Besides that Yarkand tried to support Bukhara, but failed in this, and got a bit of land in Nepal. They also now border the big and spooky Bharat, but it’s doubtful whether Bharat necessarily wants to kill them, the land isn’t even that great. All around Yarkand continues to occupy their spot in the centre of Asia, a dangerous spot to be sure, but also quite an interesting one.
Oirat-T.B.W.T.: Oirat continues its struggles. They made the fateful decision to, instead of taking the countries that fell out of Kroea before Korea could take them back, help Bukhara, which ultimately didn’t end well. Thus instead of expanding into both Korea and the would-be remnants of Bukhara, Oirat instead didn’t expand this session, they did finally stop being a horde though. As such they now make a decent 35 total income. Not great, but not as terrible as it was before. Tech is terrible though 9/10/10 is I think the worst in the game (?). Idea of 11 isn’t great either, though at least in that regard they are in the company of Songhai, which isn’t terrible company to have. Anyways, missed opportunities for Oirat this session, now if they want to expand in those areas they will have to either get Korea’s super-alliances to back down or face the Ottomans. Either prospect is problematic.
Benin-gimmly: Benin has successfully exodus’d (that is totally a verb, but now faces a new problem: Han. With 230 development, and 33 income they wouldn’t be in a terrible position to take over a lot of South America, but then there’s a Han with nearly 1000 development and like 96 income. Not a fun fight that. So Benin needs to either continue to motivate his powerful allies to protect him in the case of a Hannese attack, or work out a deal with Han. Or both I guess.
Friesland-Supersteef: Friesland hasn’t done much this session to be honest. Baby steps, I guess, but still, only 57 development? Why not attack some of those, filthy, filthy natives around you? Might help you make more than 5 ducats a month as well…. And that money can be used to hire advisors to help with filling in those ideas. All in all Friesland needs work I guess.
Utrecht-Cyxpanek: Wait why is Utrecht Shia if it’s not a republic? With the RP school no less? I assume this is not working as intended, and still needs work? Besdies that Utrecht was going to be very proud and show me something, but to be entirely honest I ehhhh. I don’t see it? OH WAIT You’re not Utrecht at all, you’re that Jasper Empire. All has been explained. And you’ve somehow become an oligarchic republic with colonial ideas and Shia with the right school. Good stuff. 2.09 RP per month, good stuff! Also dev cost: extra nice. Now all that is required is finding some provinces to actually use those monarch powers on effectively, and oh wait you’re already well established in North America. Good stuff. Better even than your former overlord of Friesland. Anyways, that means you’re going to be well established in one of the best areas in the Americas to dev up, with a really good set-up to play tall. It’s going to take a while for The Jasper Empire to really become significant, but I do think that they will become that.
F: Struggling for survival
Korea-Don_Camillo: So Korea was saved by Bharat. Well, sort of. They’re still at -2 stab, make less than 20 ducats a month (18.90) and are 10/9/10 in tech, shared with Oirat the worst in the game, but at least Oirat doesn’t also have 25 corruption. Did I mention all of Korea’s estates are disloyal and want more land? Also rebels everywhere. All in all Korea is gonna take like, 2 sessions at least to get back on even a decent footing, and the question is whether they’re gonna get that time. Their allies have proven dedicated in stopping Sui from expanding into them, but what about Uesugi and OIrat? I legitimately don’t know, but considering the terrible state of Korea and the continuing threat against them Imma leave Korea in F rank for now.
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This is my first 'real' build, considering the last two computers I have built were mostly built not by me. It's very orange and I hope it works considering the screws for the radiator + fan only barely make it into the radiator. Seems stable though. CPU: i7 4790k. I was going to go 5th gen but I was advised against it in order to get a better V-card. i7 is for video editing, k for future overclocking. 4.00Ghz goodness. CPU Cooler: Corsair H60. First time liquid cooling, all seems ok. I've got it so that the fan at the back has the radiator strapped to it as an exhaust, with another exhaust on top of it. I'm slightly worried that the radiator will fall out considering the screws provided only just make it into the radiator, but it seems stable. Motherboard: Asus Z97-A. Not much to say about this one, except that it has M.2 for the future AND is the highest rated on PC Part Picker for compatibility. Memory: Corsair Vengeance Pro 16GB (2 x 8GB) DDR3-1866. Seemed like good RAM to me! Storage: Western Digital 2TB Black Hard drive (7200rpm) & OCZ ARC 100 240GB SSD. 2TB for lotsa files, and the ARC seemed like good value for money. Plus it's my first SSD, so I'm putting the OS on it (as soon as I can figure out how to transfer my old computer's files onto the Hard Drive, then cut it down to size to fit onto the SSD.) Video Card: MSI GeForce GTX 980 4GB Twin Frozr. Great card, great performance. Hopefully there isn't a bottleneck in this system (or at least not a big one) as much as my last system (i7 960 with two GTX 570s in SLI.) Case: Corsair Graphite 230T (Orange). Orange is a good colour and this case stood out the most for me, so I went for it. Unfortunately due to the situation of my desk I can either have it on top with the window facing away from me, or down in a slot made for the computer (but where I can't see the orangeness.) Power Supply: Corsair CX500M. I only heard about the perils of the CX series AFTER I bought it, so this will be the first part I replace. Thanks for reading if you got this far. Please answer my questions, if you can.
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