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Re: CBM 1.7 released
Actually, an almost perfect solution to the investment problem would be to limit the number of gemgens according to the number of provinces. For example, instead of being magic items, gemgens could be spells (simular to Domes and limited to one of a kind per province), or immobile summons, or even buildings.
But any of this is probably impossible to mod in. Too bad. |
Re: CBM 1.7 released
Trust me, if we weren't restricted by mod commands, we would have solved it ages ago. but we are. so no point thinking of more solutions which cant be implemented.
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Re: CBM 1.7 released
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And I agree with llamabeast that such things are game-size-dependant. Early game is way more important in a 4 player game than in a 12 player game. Quote:
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Re: CBM 1.7 released
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Re: CBM 1.7 released
I put the word reasonable for a reason. Of course you can make clams cost 65 water and 40 nature, but nobody will make them then. I meant that I don't think it's possible to balance them by ajusting the cost, they are either too powerful or useless, because of their mechanics. The only real solution is to limit their maximum number, but the only way to do it without house rules is to make them unique.
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Re: CBM 1.7 released
LA C'tis is a bit different. Sure it would be annoying trying to crush a fortress containing an endless supply of longdead. But eventually you'd just get better research and bring along an SC or group of mages that could kill unlimited undead. Massed longdead are only a problem in the early and mid games, so eventually the player who has provinces will win. Also there is no versatility - you cannot turn longdead into more mages or anything like that.
Massed clams, however, only become more valuable as the game moves into late game, and you can use the pearls to get more wish casters and make more clams and so on - there's no limit to how powerful you can get, trapped in your little fort. |
Re: CBM 1.7 released
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Naturally the fact that clams generate income is what makes the difference but in light of the example I gave I find that one fort + gem gens argument somewhat weaker (though still solid :) ) |
Re: CBM 1.7 released
Tartarians arn't any kind of economic power, you can't continue to generate armies with tarts. I suppose you could fort up with tons of Wraith Lords or other unit-generators, but the cost of building enough to actually build a worthwhile army in a reasonable # of turns is prohibitive.
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Re: CBM 1.7 released
With tarts, you can hope to break siege and try to re-conquer some land. With gemgens, you can keep summoning, but you are still losing because your opponent has BOTH gemgens and the land (hence money and recruitables). Am I missing something?
Just bring some siege golems to breach the walls. When it comes to unbreakable castles, Pangaea is much more annoying (to the point of being unfair, in my opinion). Pangaean Pans are so gaean. |
Re: CBM 1.7 released
... the whole point of it was that you retain economic power with gemgens, and in fact you remain almost 100% of your economic power with gemgens. Noone has any problems with a strong army forting up so that it can come out later.
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