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Re: Blood stones and MR
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People thinking it's 14 turns is what starts making them think gem gens are less powerful than they really are. (and if someone doesn't understand the Wish mechanics then once again their opinion on gem gens is instantly rendered meaningless) |
Re: Blood stones and MR
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Practically, at what stage does this occur in a vanilla game? Turn 150, 200? The only reasonable explanation for a game dragging on that long would be multiple players all sitting in the corner turtling. Quote:
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Just because these obstacles are surmountable in ideal circumstances does not make them nonexistant or insignificant. Quote:
You're not just pumping gems into the ether. You have to have a mage craft the item. They do that at the exclusion of another task. Suppose they need a ring to get up to W3, you're adding that cost to the initial investment. A hammer requires more gems. A Naiad, Nushi or whatever requires yet more gems. A Naiad creating a clam with a hammer is going to require a lot of time to see a return on the initial outlay, even cranking out a clam per turn. 50 Naiads with hammers is not a small investment. 50 recruitable W3N1 mages is not a small investment. Quote:
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It only becomes a chore if the game has been allowed get to that stage and I'm clearly going to lose via eventual attrition. I usually have the sense to concede well before that point, assuming other victory conditions have not been put in play. Quote:
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Re: Blood stones and MR
LOL!
Dude, you have no fricking idea do you? Yes Calahan, you are obviously a bias wanker. How dare you and the rest of the vets, who have played dozens of games under scores and hundereds of clams and wishes and armagedons and went 100+ into the game just to give up, think you know better than TigerBlood who's never actually played a game with gemgens?! I mean really... BTW around turn 60 I'd say. The forging of 50 clams I mean. |
Re: Blood stones and MR
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Lets be clear. 20 gems spent on turn 1. turn 2, you get 1 gem. Turn 21 you recoup your costs. Turn 22+ you make a profit. Cost reduction items, boosters and specialised summons modify these cost accordingly. They do not modify them downward unless you are using the same cost recuction item exclusively for a significant amount of time. Quote:
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Re: Blood stones and MR
In the lands of the Turtle Gods everyone rushes The Forge and get's a 5-6? gem clam.
In a normal game whoever gets The Steel Ovens wins. |
Re: Blood stones and MR
You're being really weird TigerBlood. Do you just think everyone is lying as part of some bizarre conspiracy?
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Re: Blood stones and MR
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The game drags mostly due to one player (me)'s inability to take out opponent's forts while another one manages it but still. It also drags because bringing dozens of gate cleavers on a capital and hundreds of troops doesn't harm walls a bit, but the besieged player doesn't stay idle. The thing is that raiding provinces with 200 pop doesn't do much damage to anyone. Quote:
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When people reach the end-game after fighting several wars, defeating several opponents, they sometimes have researched all the way to 9 in every path and have had enough gems and spare wizards to start a clam economy in order to defeat some of the four or five remaining players who also fought some wars. It's not for people who turtled from the start. It's for everyone that clam-hoarding is a reality and a necessity in order to compete. Seriously, when you have researched 9 in every school, you usually have enough boosters to spare a pair on someone who can build gem-gens without even planning it or turtling for it. |
Re: Blood stones and MR
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Re: Blood stones and MR
I for one would also like to note how gem generators are a retarded mechanic that deserved to be removed. The hammers I'm not as sure about, but I do agree that they were important enough for about any nation design to consider a way to get them so they obscured strategies other.
But about gemgens. Along with the absolutely horrible micromanagement the biggest issue for me is that the gemgen income was next to impossible to stop. Blood income can be stopped with (good enough) raiding or advancing armies as can site based gem income. Globals can also be dispelled or replaced. Gold income stops as provicnes are lost or unrest is high enough. Gem generators you can have on a horde of scouts hiding somewhere and in general very safe from any threat. If gemgens were fairly fragile and easily spottable and not very mobile things you had to spread around your lands (like let's say they'd each improve output of a magical site with diminishing mariginal returns or some non-gem income related reason) they would be fine. Blood hunting is fine since it requires peaceful provinces, continuous mage turns and bringing your mages in the open to risk death or building forts everywhere. As a bonus even if the forts are everywhere they are stopped from getting slaves by sieging the forts. Gemgens in vanilla are not even nearly comparable to blood hunting in vanilla due to this. I do also prefer gameplay that doesn't reward turtling as much as gemgens did. I mean, even after the removal some nations and strategies are still fine with rather passive playing. I suppose everyone is entitled to an opinion on the gemgens, but I personally find them as implemented in Dominions 3 a horrible mechanic that deserved to be removed (or well, items made unique). I cannot understand anyone who thinks they are an universally good thing for the game (multiplayer anyway) and I have yet to see an argument for the gemgens that doesn't make the writer seem dumb in my eyes. |
Re: Blood stones and MR
I use them on battlefield mages, its just such a convenience not to have to shift gems around as much. ;)
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