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Re: Are devils worth 7 blood each?
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So once it comes to real lategame the nations who can't wish because they have no good astral mages + couldn't clamhoard well are severely disadvantaged . And before especially the devilhoarding is evil . After about turn 50-60 normally the ability to use one or more of these hoard strategies with exponential growth is the most important thing . Furthermore normally nations don't get too big that quick and if they do they fight for lots of turns against their neighbors so they are actually weakened . Especially Caelum + Abysia are here probably a problem because they are so strong in early game already too . |
Re: Are devils worth 7 blood each?
There are easy and simple solutions to your problems. Fiddle with the game settings and victory conditions, use smaller maps, attack players before strategies with 10 turn investement returns pay off.
If you continously play on huge maps while letting other players grow at their own pace do not be shocked if strategies with delayed investment return pays off. If you do not like it, play on smaller maps and use victory settings that encourage more agressive play etc. Boron: I am pleased to see that you have been convinced to use punctuation, trying to decipher your post earlier was a hassle. |
Re: Are devils worth 7 blood each?
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Start a game with 3 people. Let the first two go to war while the third just takes indies and builds power. It's not a sure bet but my money is on the third guy. - Kel |
Re: Are devils worth 7 blood each?
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What if I want to play a game on a huge map that doesnt become a clamming competition after turn 30-40? Short of a house rule I can't: there is NO POSSIBLE ALTERNATE STRATEGY. Quote:
So there is no incentive to fight except to shoot cripples and snatch territory. You certainly don't want to risk an evenly matched conflict becuase that will simply cripple you. It would be more interesting to me if magic sites and powerful summons etc. did not devalue so quickly as the game progresses. It would be interesting to see armies of national troops still relevant in the late game. |
Re: Are devils worth 7 blood each?
In the case of Soul Contracts, a mod could also be used to alter the effect of the item, if you think such a change is needed. As I do not think we can currently mod magic items (I haven't checked under 2.13 though), the solution would imply a weakening of the Devils themselves, and a change of the cost of the "Bind Devil" spell.
The Soul Contract will still be a long term investment, but it would then take longer to pay back, while making direct summons cheaper as well. The actual changes are left to you, depending on your mileage. Sure, a mod will unlikely be widely used, but it should do just as well as a house rule in this case. And if magic items can currently be modded, it would be much easier to do something along these lines (the same reasoning would go with clams and the like, but it would be harder to do it with an indirect change). |
Re: Are devils worth 7 blood each?
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And arent nations like Marignon and TienChi also solutions to devils? (any nations with high priests) Quote:
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Re: Are devils worth 7 blood each?
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Also I believe you are overstating the clam potency. Quote:
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Re: Are devils worth 7 blood each?
And the people who don't, like me, play small maps ( like Karan with 17 players! ), and we all go home happy. Quit whining. So maybe the game isn't perfectly balanced, but it is one of the best games I have ever played, simply because there are so many strategies. Eliminating long-term strategies would do nothing but take away from why this game is fun.
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Re: Are devils worth 7 blood each?
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Well if there are counter-strategies then I'd love to hear them in detail, since I would prefer not to have to clam like a madman just to keep up. Quote:
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Re: Are devils worth 7 blood each?
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I guess there is some strategy in what you DO with all your gem/devil income, but not much (mostly empower to cast wish). When you have no hard decisions to make, there is not much strategy involved. If you play on a SMALL map you should STILL pursue a clamming strategy as it will ensure your final victory if you come out of the dogfight alive, although I TOTALLY AGREE that in this case it is much harder to do because you SHOULD be in conflict much earlier and more continuously. |
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