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06:53, 15 September 2016: 46.161.9.20 (talk) triggered global filter 2, performing the action "edit" on Algiers. Actions taken: Warn; Filter description: Large deletion from article by new editors (examine)

Changes made in edit

{{DW}}
+
<a href=http://buy-clonidine.space/>clonidine</a> <a href=http://diclofenac.club/>diclofenac</a> <a href=http://buycitalopram.red/>citalopram</a>
{{CountrySummary
 
|countryName =Algiers
 
|governmentType =Despotic Monarchy
 
|techGroup =Muslim
 
|provinceNumber =6
 
|capitalProvince = Al-Djazair
 
|tradingCenters =None
 
|stateReligion =Sunni
 
|primaryCulture =Berber
 
|acceptedCultures =
 
 
 
|centDecent =3
 
|aristPlut =-2
 
|serfFree =-2
 
|innovNarrow =2
 
|mercFree =-4
 
|offDef =0
 
|landNaval =2
 
|qualQuant =3
 
}}
 
 
 
'''Algiers''' is a north African nation which starts out in 1399 with only 6 [[province]]s, is vulnerable to other countries and a difficult country as which to play.
 
 
 
==Divine Wind==
 
===Surviving the start===
 
Algiers is vulnerable to European nations during the game, and will more often than not be annexed by numerous countries such as [[Castille strategy|Castille]] and [[Portugal strategy|Portugal]]. This can be attributed to its [[tech group]] and its low number of provinces. An [[alliance]] with Morocco will go a long way towards protecting Algiers from the almost inevitable Crusade.
 
 
 
You can attempt an alliance with [[Tunisia strategy|Tunisia]], but they will often get gobbled up by a European nation almost immediately. Sometimes you can save them when they are reduced to their capital, but seeking out war with Latin tech nations is suicidal as Algiers.
 
 
 
====Crusade!====
 
You will usually get a message early on saying that the pope has called for a crusade against you, or Morocco. Whether or not you decide to aid Morocco, England, Castille or Portugal will declare war against you too, so this decision is meaningless.
 
 
 
====Defending Your Land====
 
English, Castillian or Portuguese armies will land on your mainland, sometimes via Oran, ripping through your provinces. The best tactic to do this is to try and offer peace offers whenever possible and attempt to disrupt their sieges. Morocco will hold out a little longer but will not send any soldiers to destroy the army on your side of the border.
 
 
 
====Peace Offer====
 
If you can offer peace, do anything do ensure your survival. England will have taken some provinces, Portugal might have, and you might even be reduced to Al-Djazair.
 
 
 
====Post War====
 
Congratulations! You have survived the impossible! However you now find yourself broke, an [[OPM]], and any country could [[annex]] you. The most important thing to do is to survive, send gifts to neighboring countries and do anything you can do to survive. If you can, try to raise your trade tech to level 7, get the idea, [[Quest for the New World]], Hire a [[Conquistador]] and attempt to colonize to your south, in the interior of Africa. If you are lucky, these colonies will enable you to get more money and to offer this as a peace offer or gift to hostile countries.
 
 
 
===Mid game plans===
 
You were destroyed because your units could not take the Latins in either tech or number. Conquering the African nations will allow you to correct the second fault while your remaining province surrounded by Latins solves the first. While small you move sliders faster, so when you're stable and safe try to get [[Domestic_policy_sliders#Centralization_vs._Decentralization|Centralised]] and [[Domestic_policy_sliders#Innovative_vs._Narrowminded|Innovative]] enough to [[Westernise]] and undergo [[Military Modernisation]].
 
 
 
African tribes are your source of manpower and money for the immediate duration. Find a suitable target and use your relatively advanced units to eliminate them. With a base of operations in West Africa you may want to move your capital away from hostile European nations but retain the province if possible as a border is necessary for Westernisation (but not Military Modernisation). Expand until you control a large swath of West Africa before striking North to reclaim your rightful homeland.
 
 
 
===Late game===
 
By now the hardest parts of the game are over. Your nation will be stable, large and hopefully self funding. You can take the Conquests back across the Mediterranean or expand into the Mamluks or Ottomans and reclaim the Holy cities. A unified Africa slows European expansion into the East Indies and you may be able to pick up useful colonies.
 
 
 
{{Country Guides}}
 
{{Disclaimer}}
 
[[Category:Countries]]
 
[[Category:Strategy]]
 

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Old page wikitext, before the edit (old_wikitext)
'{{DW}} {{CountrySummary |countryName =Algiers |governmentType =Despotic Monarchy |techGroup =Muslim |provinceNumber =6 |capitalProvince = Al-Djazair |tradingCenters =None |stateReligion =Sunni |primaryCulture =Berber |acceptedCultures = |centDecent =3 |aristPlut =-2 |serfFree =-2 |innovNarrow =2 |mercFree =-4 |offDef =0 |landNaval =2 |qualQuant =3 }} '''Algiers''' is a north African nation which starts out in 1399 with only 6 [[province]]s, is vulnerable to other countries and a difficult country as which to play. ==Divine Wind== ===Surviving the start=== Algiers is vulnerable to European nations during the game, and will more often than not be annexed by numerous countries such as [[Castille strategy|Castille]] and [[Portugal strategy|Portugal]]. This can be attributed to its [[tech group]] and its low number of provinces. An [[alliance]] with Morocco will go a long way towards protecting Algiers from the almost inevitable Crusade. You can attempt an alliance with [[Tunisia strategy|Tunisia]], but they will often get gobbled up by a European nation almost immediately. Sometimes you can save them when they are reduced to their capital, but seeking out war with Latin tech nations is suicidal as Algiers. ====Crusade!==== You will usually get a message early on saying that the pope has called for a crusade against you, or Morocco. Whether or not you decide to aid Morocco, England, Castille or Portugal will declare war against you too, so this decision is meaningless. ====Defending Your Land==== English, Castillian or Portuguese armies will land on your mainland, sometimes via Oran, ripping through your provinces. The best tactic to do this is to try and offer peace offers whenever possible and attempt to disrupt their sieges. Morocco will hold out a little longer but will not send any soldiers to destroy the army on your side of the border. ====Peace Offer==== If you can offer peace, do anything do ensure your survival. England will have taken some provinces, Portugal might have, and you might even be reduced to Al-Djazair. ====Post War==== Congratulations! You have survived the impossible! However you now find yourself broke, an [[OPM]], and any country could [[annex]] you. The most important thing to do is to survive, send gifts to neighboring countries and do anything you can do to survive. If you can, try to raise your trade tech to level 7, get the idea, [[Quest for the New World]], Hire a [[Conquistador]] and attempt to colonize to your south, in the interior of Africa. If you are lucky, these colonies will enable you to get more money and to offer this as a peace offer or gift to hostile countries. ===Mid game plans=== You were destroyed because your units could not take the Latins in either tech or number. Conquering the African nations will allow you to correct the second fault while your remaining province surrounded by Latins solves the first. While small you move sliders faster, so when you're stable and safe try to get [[Domestic_policy_sliders#Centralization_vs._Decentralization|Centralised]] and [[Domestic_policy_sliders#Innovative_vs._Narrowminded|Innovative]] enough to [[Westernise]] and undergo [[Military Modernisation]]. African tribes are your source of manpower and money for the immediate duration. Find a suitable target and use your relatively advanced units to eliminate them. With a base of operations in West Africa you may want to move your capital away from hostile European nations but retain the province if possible as a border is necessary for Westernisation (but not Military Modernisation). Expand until you control a large swath of West Africa before striking North to reclaim your rightful homeland. ===Late game=== By now the hardest parts of the game are over. Your nation will be stable, large and hopefully self funding. You can take the Conquests back across the Mediterranean or expand into the Mamluks or Ottomans and reclaim the Holy cities. A unified Africa slows European expansion into the East Indies and you may be able to pick up useful colonies. {{Country Guides}} {{Disclaimer}} [[Category:Countries]] [[Category:Strategy]]'
New page wikitext, after the edit (new_wikitext)
'<a href=http://buy-clonidine.space/>clonidine</a> <a href=http://diclofenac.club/>diclofenac</a> <a href=http://buycitalopram.red/>citalopram</a>'
Unified diff of changes made by edit (edit_diff)
'@@ -1,54 +1 @@ -{{DW}} -{{CountrySummary -|countryName =Algiers -|governmentType =Despotic Monarchy -|techGroup =Muslim -|provinceNumber =6 -|capitalProvince = Al-Djazair -|tradingCenters =None -|stateReligion =Sunni -|primaryCulture =Berber -|acceptedCultures = - -|centDecent =3 -|aristPlut =-2 -|serfFree =-2 -|innovNarrow =2 -|mercFree =-4 -|offDef =0 -|landNaval =2 -|qualQuant =3 -}} - -'''Algiers''' is a north African nation which starts out in 1399 with only 6 [[province]]s, is vulnerable to other countries and a difficult country as which to play. - -==Divine Wind== -===Surviving the start=== -Algiers is vulnerable to European nations during the game, and will more often than not be annexed by numerous countries such as [[Castille strategy|Castille]] and [[Portugal strategy|Portugal]]. This can be attributed to its [[tech group]] and its low number of provinces. An [[alliance]] with Morocco will go a long way towards protecting Algiers from the almost inevitable Crusade. - -You can attempt an alliance with [[Tunisia strategy|Tunisia]], but they will often get gobbled up by a European nation almost immediately. Sometimes you can save them when they are reduced to their capital, but seeking out war with Latin tech nations is suicidal as Algiers. - -====Crusade!==== -You will usually get a message early on saying that the pope has called for a crusade against you, or Morocco. Whether or not you decide to aid Morocco, England, Castille or Portugal will declare war against you too, so this decision is meaningless. - -====Defending Your Land==== -English, Castillian or Portuguese armies will land on your mainland, sometimes via Oran, ripping through your provinces. The best tactic to do this is to try and offer peace offers whenever possible and attempt to disrupt their sieges. Morocco will hold out a little longer but will not send any soldiers to destroy the army on your side of the border. - -====Peace Offer==== -If you can offer peace, do anything do ensure your survival. England will have taken some provinces, Portugal might have, and you might even be reduced to Al-Djazair. - -====Post War==== -Congratulations! You have survived the impossible! However you now find yourself broke, an [[OPM]], and any country could [[annex]] you. The most important thing to do is to survive, send gifts to neighboring countries and do anything you can do to survive. If you can, try to raise your trade tech to level 7, get the idea, [[Quest for the New World]], Hire a [[Conquistador]] and attempt to colonize to your south, in the interior of Africa. If you are lucky, these colonies will enable you to get more money and to offer this as a peace offer or gift to hostile countries. - -===Mid game plans=== -You were destroyed because your units could not take the Latins in either tech or number. Conquering the African nations will allow you to correct the second fault while your remaining province surrounded by Latins solves the first. While small you move sliders faster, so when you're stable and safe try to get [[Domestic_policy_sliders#Centralization_vs._Decentralization|Centralised]] and [[Domestic_policy_sliders#Innovative_vs._Narrowminded|Innovative]] enough to [[Westernise]] and undergo [[Military Modernisation]]. - -African tribes are your source of manpower and money for the immediate duration. Find a suitable target and use your relatively advanced units to eliminate them. With a base of operations in West Africa you may want to move your capital away from hostile European nations but retain the province if possible as a border is necessary for Westernisation (but not Military Modernisation). Expand until you control a large swath of West Africa before striking North to reclaim your rightful homeland. - -===Late game=== -By now the hardest parts of the game are over. Your nation will be stable, large and hopefully self funding. You can take the Conquests back across the Mediterranean or expand into the Mamluks or Ottomans and reclaim the Holy cities. A unified Africa slows European expansion into the East Indies and you may be able to pick up useful colonies. - -{{Country Guides}} -{{Disclaimer}} -[[Category:Countries]] -[[Category:Strategy]] +<a href=http://buy-clonidine.space/>clonidine</a> <a href=http://diclofenac.club/>diclofenac</a> <a href=http://buycitalopram.red/>citalopram</a> '
New page size (new_size)
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Old page size (old_size)
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Size change in edit (edit_delta)
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Lines added in edit (added_lines)
[ 0 => '<a href=http://buy-clonidine.space/>clonidine</a> <a href=http://diclofenac.club/>diclofenac</a> <a href=http://buycitalopram.red/>citalopram</a>' ]
Lines removed in edit (removed_lines)
[ 0 => '{{DW}}', 1 => '{{CountrySummary', 2 => '|countryName =Algiers', 3 => '|governmentType =Despotic Monarchy', 4 => '|techGroup =Muslim', 5 => '|provinceNumber =6', 6 => '|capitalProvince = Al-Djazair', 7 => '|tradingCenters =None', 8 => '|stateReligion =Sunni', 9 => '|primaryCulture =Berber', 10 => '|acceptedCultures =', 11 => false, 12 => '|centDecent =3', 13 => '|aristPlut =-2', 14 => '|serfFree =-2', 15 => '|innovNarrow =2', 16 => '|mercFree =-4', 17 => '|offDef =0', 18 => '|landNaval =2', 19 => '|qualQuant =3', 20 => '}} ', 21 => false, 22 => ''''Algiers''' is a north African nation which starts out in 1399 with only 6 [[province]]s, is vulnerable to other countries and a difficult country as which to play.', 23 => false, 24 => '==Divine Wind==', 25 => '===Surviving the start===', 26 => 'Algiers is vulnerable to European nations during the game, and will more often than not be annexed by numerous countries such as [[Castille strategy|Castille]] and [[Portugal strategy|Portugal]]. This can be attributed to its [[tech group]] and its low number of provinces. An [[alliance]] with Morocco will go a long way towards protecting Algiers from the almost inevitable Crusade.', 27 => false, 28 => 'You can attempt an alliance with [[Tunisia strategy|Tunisia]], but they will often get gobbled up by a European nation almost immediately. Sometimes you can save them when they are reduced to their capital, but seeking out war with Latin tech nations is suicidal as Algiers.', 29 => false, 30 => '====Crusade!====', 31 => 'You will usually get a message early on saying that the pope has called for a crusade against you, or Morocco. Whether or not you decide to aid Morocco, England, Castille or Portugal will declare war against you too, so this decision is meaningless.', 32 => false, 33 => '====Defending Your Land====', 34 => 'English, Castillian or Portuguese armies will land on your mainland, sometimes via Oran, ripping through your provinces. The best tactic to do this is to try and offer peace offers whenever possible and attempt to disrupt their sieges. Morocco will hold out a little longer but will not send any soldiers to destroy the army on your side of the border.', 35 => false, 36 => '====Peace Offer====', 37 => 'If you can offer peace, do anything do ensure your survival. England will have taken some provinces, Portugal might have, and you might even be reduced to Al-Djazair.', 38 => false, 39 => '====Post War====', 40 => 'Congratulations! You have survived the impossible! However you now find yourself broke, an [[OPM]], and any country could [[annex]] you. The most important thing to do is to survive, send gifts to neighboring countries and do anything you can do to survive. If you can, try to raise your trade tech to level 7, get the idea, [[Quest for the New World]], Hire a [[Conquistador]] and attempt to colonize to your south, in the interior of Africa. If you are lucky, these colonies will enable you to get more money and to offer this as a peace offer or gift to hostile countries.', 41 => false, 42 => '===Mid game plans===', 43 => 'You were destroyed because your units could not take the Latins in either tech or number. Conquering the African nations will allow you to correct the second fault while your remaining province surrounded by Latins solves the first. While small you move sliders faster, so when you're stable and safe try to get [[Domestic_policy_sliders#Centralization_vs._Decentralization|Centralised]] and [[Domestic_policy_sliders#Innovative_vs._Narrowminded|Innovative]] enough to [[Westernise]] and undergo [[Military Modernisation]]. ', 44 => false, 45 => 'African tribes are your source of manpower and money for the immediate duration. Find a suitable target and use your relatively advanced units to eliminate them. With a base of operations in West Africa you may want to move your capital away from hostile European nations but retain the province if possible as a border is necessary for Westernisation (but not Military Modernisation). Expand until you control a large swath of West Africa before striking North to reclaim your rightful homeland. ', 46 => false, 47 => '===Late game===', 48 => 'By now the hardest parts of the game are over. Your nation will be stable, large and hopefully self funding. You can take the Conquests back across the Mediterranean or expand into the Mamluks or Ottomans and reclaim the Holy cities. A unified Africa slows European expansion into the East Indies and you may be able to pick up useful colonies.', 49 => false, 50 => '{{Country Guides}}', 51 => '{{Disclaimer}}', 52 => '[[Category:Countries]]', 53 => '[[Category:Strategy]]' ]
Whether or not the change was made through a Tor exit node (tor_exit_node)
0
Unix timestamp of change (timestamp)
1473922409