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Re: First Post: Suggestions on Nation choices?
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Re: First Post: Suggestions on Nation choices?
'A few hours' is a very loose description of blitz games. They almost always last at least 2-3 hours, and I've played them as long as 8. That said, you will probably have difficulty finding players that want to blitz on very large maps, since 25+ provinces per player past turn 40 can already be nearing an hour per turn.
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Re: First Post: Suggestions on Nation choices?
I don't think the IRC channel is mainly for blitzes - a lot of mod discussion, balance discussion and whatnot goes on there. There are blitzes set up too, but that isn't the main thing we talk about.
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Re: First Post: Suggestions on Nation choices?
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I'll put 5-10PD in any province that I think might get call-of-winded. As someone else remarked, in MP, PD is not a deterrent to stop other players from attacking you. The deterrent is your capability to counter-attack. When you lose a province to a remote attack or random event, if the province is now independent, you can take your time and send an army group to retake it. Or, a couple of assassins with skulls (sorry, none for Man!) can liberate provinces from Knights or Barbarians on their own. If another player has done something like teleport or fly or sneak a stealth army into a province you own, then you can use your own rituals to kill their commanders. With Man, you get A3 crones, so you could rain down some seeking arrows. They'll have a PD commander so they won't auto-route, but if you can keep the army immobilized (no commanders) and bring up a bigger army to route it, your enemy will lose all the units. Try not to leave temples outside forts, since it'll cost you 200 gold if your enemy razes it (400 for most other nations). Try not to leave labs outside forts, because they can be used against you. |
Re: First Post: Suggestions on Nation choices?
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Re: First Post: Suggestions on Nation choices?
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Re: First Post: Suggestions on Nation choices?
It's simultaneous, but as I said, it can easily take individual players close to an hour for a turn (though it depends on a lot of factors, especially if you are in an intense war, careful scripting eats a lot of time).
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Re: First Post: Suggestions on Nation choices?
Amusingly enough you seem to be very very fond of the powerhouse nations. You might consider Pythium next. They seem to suit your tastes for MA. If you want to try something that requires a bit more finesse yet retain the SC/thug feel, Yomi is a nice pick. LA TC is quite good actually. A variety of magics as well as a good amount of strats you can do.
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Re: First Post: Suggestions on Nation choices?
If you want to try a water nation like the ones you like, Atlantis is a good choice in all ages too (in Early of course, it's one of the best thug nation, with lot of high hp/good prot leaders, but in MA or even in LA the big mages/good hp leaders can become above average thugs, and in all eras summoned Sea Kings are also a good base).
ps : but note that sea nations aren't at all a challenge against most AIs, land computer nations are very unefficient at invading seas, you'll just have to worry about other sea powers |
Re: First Post: Suggestions on Nation choices?
Re one turn/day being slow: For the first 20 or so turns it is definitely a bit slow, but after that tends to feel about right to me. People often play two or even three games at once, but it's important to stagger them, otherwise they all reach late game at once and your head explodes.
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