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-   -   Caves (http://forum.shrapnelgames.com/showthread.php?t=38181)

Corwin March 26th, 2008 08:09 PM

Caves
 
I feel almost ashamed for asking, but could somebody give me a quick info on cave provinces? (I never played on the map with caves until now)

Magic site frequency? Income? Resources? Any other features?

Omnirizon March 26th, 2008 08:21 PM

Re: Caves
 
super high resources (like higher than mountains). super low income. really cool because there isn't many of them. for that reason alone, they are worth declaring war on the holder of immediately. in fact, the whole game should regress into one big "get the cave provnce(s)." Victory is declared when one player holds all cave provinces for 5 consecutive turns.

I would imagine, thematically, earth and death would be their preferred sites. I'd think they would have at least the same chance of sites as a mountain.

ano March 26th, 2008 08:45 PM

Re: Caves
 
Yes, cave provinces are really cool and taking them at proper moment almost means winning. However, it is not that easy to take them in proper time because everyone watches you.
In fact, they are in many aspects VP provinces alike. (I just can't imagine a cave province that hold a VP...)

HoneyBadger March 26th, 2008 09:18 PM

Re: Caves
 
If you've ever done any spelunking, or even been inside a tourist cave, you should realize that moving around in a cave isn't anything like moving around on land. You should also realize that fighting inside of a cave is going to be a lot different, too.

I don't know if Kristoffer and Johan have thought of it, but I hope they'll consider an ability that makes a unit stronger in caves-as in the new ability that makes a unit stronger in darkness, for example. That would be great for Agartha, as well as for the dwarf nations I'm currently working on.

Hopefully, we'll see similar abilities for other province-types (forests, jungles, mountains, steppes, arctic/tundra, and deserts all, historically and in modern armies, have their own specialized troop types), but I think of all of them, caves require the most effort, and offer the most potential advantage, of any natural terrain type.

Tuidjy March 26th, 2008 09:20 PM

Re: Caves
 
I think that Cloud Trapeze should not work from/to cave provinces. I am
playing a game with tons of caves, right now, and I feel weird trapezing
back and forth. I also have to keep telling myself that I am not safe
from spells like Flames from the Sky, Huricane, etc...

HoneyBadger March 26th, 2008 09:28 PM

Re: Caves
 
I agree that it would be nice if there were a set of spells that didn't work inside of caves-and a separate set that only did, or worked better-maybe better than you want them to, like Earthquake, for example.

Earth elementals should be stronger inside of caves too.

Cerlin March 26th, 2008 09:38 PM

Re: Caves
 
My only question....why dont cave provinces have darkness effect like the castles? This would be awesome thematically, it would also mean undead and agartha would hold caves really well.

Edit: While Badger beat me to it, It would be great if more map designers used caves too. They are so rare. I think one thing for me that I like about caves is they give the maps more bottlenecks. So many of the maps are so spread out that especially VS the AI you really cant hold a decent boarder.

Omnirizon March 26th, 2008 09:41 PM

Re: Caves
 
Perhaps caves should get some kind of PD boost or something to represent the ease of defence. Lots of narrow passages and such is much easier to defend than a wide open field. At least I would imagine so; I've never actually _personally_ fought inside of a cave, nor a wide open field for that matter.

HoneyBadger March 26th, 2008 09:42 PM

Re: Caves
 
It's because of all the phosphorescent shrooms.

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Foodstamp March 26th, 2008 11:56 PM

Re: Caves
 
Badger badger badger!


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