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Re: Template for reducing late game MM hell
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Re: Template for reducing late game MM hell
Hmm, I think it would solve a lot.
Gem Income is visible. Sites can be taken over. Sites can be limited. And you can certainly do it. |
Re: Template for reducing late game MM hell
Really? How can you do it? Enlighten me please.
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Re: Template for reducing late game MM hell
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Re: Template for reducing late game MM hell
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With number of gem gens restricted by provinces, no more turtling with gem gens. 10 provinces total 20 gem gens = sweet target tag for conquest. IMHO hammers are the reason for late game hell. Hammers reduce cost of gem gens over 25%. At the same time they reduce baypack ratio of gem gens by 25%. In long run with hammers increase gem gen income by 35-40%. With +35% more gems 1,35*1,25=1,69 more forging with hammers. Playing nation that has natural forging bonus gem gens will skyrocket even more! So remove hammers. With higher cost of gem gens (no hammer bonus) the cost of opportunity raises significally (also now they could be taken over). I think current gem cost for gem gens are quite ok. Games would no longer be forging competitions, they would have more strategy (more sites on map = more tactical opportunities, scouting even more important) -No need for hundreds of indy scouts running around. -No need for pool gems, if the income is map based. -No need to huge balance changes for nations that needs gem gens -As Illuminated One said "Gem Income is visible". |
Re: Template for reducing late game MM hell
Random events can't be modded or added.
Seriously, how can spells to create sites certainly be done? |
Re: Template for reducing late game MM hell
Why are people so keen on preserving the gem generation mechanic?
From my experience playing without them it makes for a much better game, IMO. I'd like to hear why people are so reluctant to get rid of them. |
Re: Template for reducing late game MM hell
As an alternative to removing hammers, increasing the requirement to Earth-5, and thus the cost to 40 Earth gems, would have a similar effect. Only a handful of nations would be able to forge them, and those that do would have other objects competing for Earth gems. Forging a few to get a discount on really expensive items, such as Rings of Wizardry, would make them worth it, but not for mass producing the little stuff.
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Re: Template for reducing late game MM hell
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Doing this is just going to make the disparity between the haves and have-nots even bigger. As it is now, virtually everyone has access to hammers, so everyone benefits from the ability to rapidly diversify on limited gem totals. At 40e hammers become much more limited to those nations who can amass a lot of earth, and thus other nations get correspondingly straightjacketed into national path forgings. The only way changing hammers is at all realistic is if you make all the magic paths equally good. As I highly doubt that's going to happen... |
Re: Template for reducing late game MM hell
People also get very, very tetchy about the changing of forge requirements for oft forged items. I think they get less tetchy about them being removed entirely tbh.
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