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Re: Template for reducing late game MM hell
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I think with large maps and an extremely long timeframe it should contain 4X mechanics, but it really lacks in the exploit field (but I don't think gem gens as they are now are a good replacement) - and just relying on the castles and sitesearching (I don't care so much about terminology but I'd see them as explore personally) it's better to play it as a pure "duel" game imo. Even if your wannabe god is completely uninterested in building or shaping his empire - your gem income/magic access has a great effect on your battles. Like you're not going to use much earth magic with 5 e gems income total and many nations are just not flexible enough to really cope. Well about castles I think the general consensus is just to build the cheapest researcher factory possible. 400 gold are much early on, but +30 gold after turn 50 isn't really much when 50 gem scs are running around. |
Re: Template for reducing late game MM hell
If you wish to reduce micromanagement by eliminating diplomacy, please don't. Limit it to ingame messages. Diplomacy is necessary for the weak nations to unite and counter the strong.
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Re: Template for reducing late game MM hell
Why not just have the gems generated by clams and other items or units go to the national inventory rather than to the unit wearing the item, so as to avoid the gem MM?
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Re: Template for reducing late game MM hell
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Re: Template for reducing late game MM hell
I agree that there are times you want the gems to appear on that commander, but I'd venture to say this is relatively uncommon, usually you just have a bunch of folks in your various castles holding the items to gem gen. losing that very minor tactical option would cause no balance issues that i can think of and have a pretty high return in terms of eliminating MM.
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Re: Template for reducing late game MM hell
Solutions which we ourselves cannot do aren't that useful though. I mean there are many ways the problem could theoretically be solved, but I don't think identifying them all makes sense.
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Re: Template for reducing late game MM hell
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Gem gens, the way they are currently, just plain suck in MM respect. Perhaps if it was possible to "curse" their income so that it can't be moved from the owning mage to the lab then they'd be ok (income only for battles). As they currently are they are tedious, boring, MM intensive and cause income inflation in end game. Smaller maps and less nations clearly reduce MM. |
Re: Template for reducing late game MM hell
Of course, without diplomacy you have to spend more actual in-game time preparing to counter war from all your neighbors, not to mention relying even more heavily on managing scouts to get info you can't get from others.
(Not that you should rely entirely on diplomacy for defense, but you certainly don't guard a border with an ally as strongly as you'd have to if you didn't have a deal.) |
Re: Template for reducing late game MM hell
Usually w/o diplo one concentrates on deterrence to avoid wars. It may actually be more reliable then NAPs. As I have seen once and again that in diplo games you'd get nations dog-piling the leader while in RAND that's a rare occurrence and even when it happens you'd see 2-3 smaller nations banding as opposed to much more in diplo games. Also, when you're smaller and weaker in diplo games you may easily get to end game while in RAND it will all be over much sooner (so the whole game is much shorter as well).
I speak from personal experience of playing both game types. For me removing diplo considerably shortens turn processing. EDIT: Again, I'm not saying diplo is bad, not fun or what not. It's perfectly viable and I'll surely play diplo game in the future. However I think that games w/o diplo require considerably less time investment. |
Re: Template for reducing late game MM hell
Oh I should point out NI maps also greatly reduce micro, simply because there are far, far less commanders - most notably scouts you have to cycle through with n.
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