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Re: Gem-generating globals
Well of Misery gives additional income in all provinces. I don't think it's much of an advantage since *everyone* benefits... or am I hallucinating and have it all wrong?
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Re: Gem-generating globals
I've done Mother Oak with an income of 2 nature, and the Eternal Pyre with 6 or less income. Just a matter of saving them up towards that goal, vice using them up via forging or summoning. Note that it's also possible to trade gems with other human players - I got a particular kick two weekends ago in a blitz when I used nature gems from the person who had Mother Oak up to cast my own. http://forum.shrapnelgames.com/images/smilies/happy.gif ( 4 players - I also traded for about 35 more nature from the other two players. ) And I disagree about them not being worthwhile just because you have a high income already. Okay - an extra 10 nature isn't much if you already have 30+, but on a smallish map they're awesome. And you can always put enough gems in to make it unlikely someone else will be able to dispel or override yours - which means that they've wasted their own gems. Mother Oak means being able to summon 2 extra castings of lamias a turn, or an extra carrion lord every 3 turns as CW Pangaea. True, it might not stay up long - but if Pangaea and Man aren't in the game, it has a fair chance of staying up. Eternal Pyre : 20 extra fire gems a turn means ... 300 extra gold a turn, more if you have an alchemist or the alchemist's stone. Or more items, more summonings, etc. And again - if you're not playing on a huge map, you have a good chance of it staying up a while, and of being able to gauge how likely it is to stay up. |
Re: Gem-generating globals
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Not to mention that as someone else mentioned, if you cast it with 30 gems, yours is going to be the very first overwritten when all the global spots are taken. |
Re: Gem-generating globals
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It also seem to play out that way in games I have been in. |
Re: Gem-generating globals
It definitely is random. In one game I had cast a arcane nexus with 999 gems added and a few other globals with 20-40 extra gems. Next turn I cast purgatory with 999 gems added and it killed the nexus.
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Re: Gem-generating globals
Still - if the other globals have 200 gems in them, and someone is trying to cast a global using 100 - the only one that can be overridden is the one that was cast with 30 gems. |
Re: Gem-generating globals
It's not random. At least, it doesn't have to be. If all five slots are filled and someone casts a new global, the check goes in order:
1. If there is another global enchantment that costs the same type of gems, it fights that one. 2. If there isn't one, then it is random. So if someone casts Wrath of God, or the Arcane Nexus, or Strands of Arcane Power, your Stellar Brilliance goes away forever and is not missed. If noone casts one of those spells, then Stellar Brilliance may well hold on like grim death. Indeed, noone can shove it aside with The Gift of Health so long as The Mother Oak is in play, since the best GoH can do is kill the Oak... -Frank |
Re: Gem-generating globals
No one in their right mind would dispel a stellar focus. Spend 30 gems to deny your opponent 25? If you can't think of a more cost-effective way to spend gems than that, you're probably in trouble. Or massively in the lead I guess.
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Re: Gem-generating globals
That's true, and you can get Stellar Focus up a LOT quicker than most globals. So even if it's the first to go once all the slots are filled, it still gets you income for all the time it takes to fill all the other slots, which is probably more than the six turns it takes to pay for itself.
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Re: Gem-generating globals
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Research is in general much more of a limiting factor than gem cost. It takes 420 research points on normal research to get from Enchantment 6 to Enchantment 7. The chances of neither you nor anyone else having filled up the Globals meter is certainly there, but not worth chasing after. -Frank |
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