Septimius Severus |
February 23rd, 2010 01:35 PM |
Re: Noobs & Vets: Rise of the AI Menace. EA, BI, Running.
Quote:
Originally Posted by Illuminated One
(Post 733042)
Just in case chrispedersen doesn't need the delay I need it too.
The mercenary nations sounds like fun ... I guess if I get the chance Id play it but with the current suggestions it's much to cheap.
I mean 300 gold for 40 sacreds? A team can afford 6 such attacks on turn 1 and 40 sacreds attacking your cap on turn 2 are not exactly fun.
Maybe I understand this wrong, but the mercenaries should be more expensive than using your own forces, but more easily deployed.
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The 36 hour delay has been implemented, current nav.cfg reads 100 hours.
My above thanks goes to rdonj for participating. I of course extend it to everyone who has played, including Maerlande, Ghoul, Ling, Hoplo, Frozen, etc.
Illuminated, yeah I think the mercenary nation is a nice idea. It is not completely necessary, but would be a nice spin. Those were only suggestions of course. Whoever plays it is free to charge whatever they want for their services. The only service that I will likely require they provide is the toll passage, I suggest it be expensive to approximate what one would need to spend on assembling an army large enough to beat the magic site guardians which WILL be there if there is no Atlantian freelancer present.
Aside from 3 or 4 rules simple rules, I intend to keep it as simple as possible. They will certainly not be an overlord type nation, will not be made overly powerful, and cannot win or lose the game. Think of them as a tool a team can use. A more versatile and powerful version of an in-game merc.
You'll know "for whom the bell tolls", when you see that Atlantian banner approaching your provinces on land, or when you see a gurgling and bubbling in that underground lake in your backyard. It tolls for thee. :D
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