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Can I get some cheese with that...
Well, the current whine du jour seems to have moved off somewhat from VQs and clam hoarding to "castle spamming."
Whether or not any of these activities may be broken, why does it seem that the first reaction of people unhappy with these is to propose nerfs, rather than strategies to deal with the tactics in question? Or has everyone proposing nerfs done extensive testing of the various strategies and proven that they can't be beaten? Or are some players just wishing that the game was designed differently--to suit the fact that they don't like playing against a given strategy? |
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It seems like some people dont yet understand Dom2 balance. When they say "it works everytime" what they mean is that it works everytime against Ulm (or whatever their favorite nation is). They dont understand that this game doesnt balance every nation against every nation. Yes some things are going to have a 90% effectiveness against Ulm, and crumble horribly against someone who knows how to play Pangara (or the other way around) [ May 26, 2004, 18:59: Message edited by: Gandalf Parker ] |
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Being one of the non-VQ-whiners, but clam, blood and castle-whiner, I beg to differ.
I'm not whining because a strategy is unfair, unbeatable or similar. I'm whining because I HATE micromanagement, and all those strategies requires a lot of it. To paraphrase. I wouldn't mind clams if the damn pearls showed up in the lab, or the blood slaves did, or if castle spamming did not remove or reduce my ability to create a few production centers to manage instead of every single province. Is this quite clear? Please don't impose motives to other people http://forum.shrapnelgames.com/images/icons/icon9.gif Thank you. |
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I've never really seen anyone successfully execute those strategies besides Norfleet so I don't know if they really are broken or if he's just good. I do know, though, that in the late game, anyone who doesn't have any clams or a castle in every province will be at a significant disadvantage to someone who does.
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I was reading where it's 300_Gold per castle... and it can be as much as 450_Gold per castle. In any case just 10 provinces each with castles is over 3000 gold ! A very deadly army can be made with 3000 gold. That's 20 Hunter Knights from Machaka with 500 gold to spare.
Also a good strategy for stopping the castle strategy is removing the control of the province during construction. It takes 3 turns to build... a stealth army or ghost riders or call of the wild... etc. Another idea is if you are currently the strongest... send a message thru the game to your opponents saying,"If you build a castle on our borders then I will consider this an act of war." Even someone of equal strength could be intimidated as a result. The biggest part of multiplayer is diplomacy not some VQ or castling strategy. Players should be focusing on stopping the strongest player. If players A and B combined are the same strength of player C... then player A & player B should make an alliance against player C and make an agreement based on honor not to fight each other for 10 days or so. Peace Treaties... part of history. [ May 26, 2004, 19:34: Message edited by: NTJedi ] |
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You've added another motive, which is great--and I find it quite curious: You don't want ME to "castle spam" because YOU hate micromanagement. Without more, this appears to be a non sequitur. |
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And if our strategies were equal then you would most likely lose... unless one of the others came to your rescue. As a result I would also make a peace treaty with player_C for 15 days or so. [ May 26, 2004, 20:10: Message edited by: NTJedi ] |
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The Caster doesn't need an army.
Machaka spiders? Uh what a good lunch for my SC ... Try to play against Norfleet at least once, after we can talk again about that. I mention Norfleet cause he's a skilled player, that adopt (if not invented) this strategy. |
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and I'm sure my SC could easily tango with your SC [ May 26, 2004, 20:19: Message edited by: NTJedi ] |
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I think Cohen misunderestimates how effective Machaka Spiders backed by Mandragorae are.
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Another method the strongest player can use is providing a good trading market for one or more players thus helping convince them to follow his demands. |
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I am sorry I misinterpreted you sentiment(?) I am only human.
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I really do not like games where "caring to do lots of micromangement"="winning". I hope you can understand this sentiment. I also thought that dom2 was one of the games where this was not the case. Alas, I was wrong. I should have left it at that, yes. But then I thought that we could mod us out of this. I have realized an hour ago that the server implementation does not allow that in several ways. And now I'll leave these forums to cool off. Send me a private email if you need me for anything. |
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Frankly I do not understand what the problem with
castle spamming is. I play Vans. If you go to war with me, you will lose every single unfortified temple in, oh, about five turns. There are some people on this thread who are familiar with the experience. At least one of them has taken up castling religiously, so now instead of burninating his empire, I am besieging three castles, and gambling on his Vampire Queen not being called up from the dead too quickly. Do you honestly propose that we start using rules that _enforce_ leaving your provinces vulnerable? Or do you accuse people building a castle in each province of playing a cheap game? Personally I do not build castles extensively. Not because I am ashamed of it, or because I do not think it is a good idea. Mostly, it is because I cannot afford it, or because I am hoping that I can get away with it unless I am facing Vanheim, Man, Ulm, Pangea, Caelum, ... you know, what, nevermind! :-) Once the game gets going, and supercombatants raise their ugly heads, having provinces without a castle is a waste of your 200 gold coins, and of most of the income you can get from the province. So lets see. Why do people whine about castling? 1. Because they do not like micromanaging, and want to deny others the benefits of doing it? 2. Because they like their administration bonus, and do not want to give it up? 3. Because they have trouble to keep supply adequate without a fortified city? 4. Because their strategy is not able to support the expense of castling? 5. Because they like being able to raid indiscriminately? 6. Because they need something to whine about? Guys, castling is not only the one in-game answer to raiding, it is also perfectly realistic. I am from Europe. In most places, it is enough to look at the highest place in sight, and you will see a castle. This is certainly the case in France, Germany and Spain. Why? Because building a castle that allows you to protect your villagers and lifestock, and strike at the invaders, should they separate for pillaging, WORKS! Now, people are proposing solutions to alleviate the need of castling. I'm all for that! Make temples take a turn to demolish. Make it impossible to bump taxes unless you have held the province for a whole turn. Make it a bit easy to intercept a moving army. Fine! Thank you very much! I do not want to pay 500 coins for my temple. I could use some ressources. But the problem is not castling. The problem is the wack-a-mole approach to handling an army moving in your lands. My way of handling this? Introduce loyalty in provinces. Make those who move between loyal provinces move first, as opposed to those moving between occupied provinces. This simulates the army supported by the population having access to better logistics, better recon, and not being harrassed by loyalists. Hell, introduce a new command 'move while intercepting' that will deflect the path of the army to coincide with the targeted invader's destination. Of course this is complex, and will not happen in a patch. But do NOT cripple castling without coming up with an answer to raiding first, or the next whine fest will be: So his IMPOSSIBLE TO SEE Vans slaughtered my 400 coins strong PD, burned my 200 coins temple, jacked the taxes to net 200 coins, and then left me with 50% unrest. Oh, they hid on the next turn, so there WAS NOTHING I COULD DO! WHAAAAAAH!' |
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I think I've just had a revelation.
If labs were more expensive, requiring you to plan out which of your provinces will become magical centers, you can effectively stop Norfleet's mage-dependant strategy, right? Or, there could be different types of labs. Smaller and cheaper ones reduce your ability to research, or multiplies mage cost, either handicapping your ability to field the best summons before everyone else with your mage army or making it more expensive to pump mages. It does, however, have an advantage of expensive labs which divides mage cost and improves research because in the better labs, you're keeping all of your eggs in a couple baskets and you can't pump mages as well. Cheap labs also allow you to blood hunt in virtually every province but one. What do you think? |
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I personally still believe the problem lies in the supercombatant instead of castling. If your opponent could not teleport in a force capable of defeating your besiegers in 1 turn then castling would no longer work. His castles that he made in all his provinces would subsiquently become YOUR castles because he would not be able to afford a large army since all his money has been going into hi..YOUR castles. I think the ability to intercept raiding armies better would be a definite plus, but if you think about it, if you actually had to move an army around to defend your castles, suddenly castling everywhere is alot less effective. I think commanders should be capable of inflicting massive losses on the enemy, but should not be so good at becoming completely invulnerable to endless hordes of anything that isnt elite.
Yes, castling is a problem, but its only made possible because of Supercombatants that can defeat your besieging army by their lonesome. |
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From what Norfleet in particular has said, mad castling relies on not building troops. (In order to afford the castles.) So, my theory is that if you haven't been castling, you should be able to build, say, three armies each capable of taking a castle. (Or at least a watchtower http://forum.shrapnelgames.com/images/icons/icon12.gif ) Striking multiple provinces, preferably each too far apart for a VQ or other flyer to get from one to another inside of a single turn means that a lone SC can only respond to a single attack; in the meantime, you've acquired two provinces and two castles without having to build the castles yourself. And the troops aren't there to respond to the other two attacks, in theory. http://forum.shrapnelgames.com/images/icons/icon12.gif Where I think this breaks down is with summoned troops and commanders, which the mad castler can often manage if sie's concentrating on mages, research, and finding magic sites. The other thing is that the castles typically used are pretty worthless for the other player - watchtowers, or worse, Ermor's 0 admin keeps. So, my theoretical counterstrategy requires work. Probably it'd be best to attempt to strike the Mad Castler early in the game, before a preponderance of summonings are brought to bear. Obviously, this can be unfeasible with huge maps. The other tweak would be to rely heavily on flying troops yourself, for mobility and the ability to quickly reduce enemy forts. Again - difficult to do save for a very few nations / themes. |
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Why does it take a nation a full month of a commander's time to destroy their _OWN_ temple, but an invader, even an attack and immediately go poof spell invader, destroy it immediately? Really seems to make more sense that it would require one month of a commander's time to destroy it. Otherwise - the original temple is still there. Maybe it still benefits the original deity. Maybe it doesn't, since the priests and temple-tenders are presumably at least in hiding. But having to devote a commander to destroying the temple only makes sense. And it means that a commander is there, visible, for that turn, and thus vulnerable to Magic Arrows, Ghost Riders, Call of the Wild, teleporting / air trapezing mages, etc. Destroying the temple would thus be risky, but important - you can't build your own temple while that temple is there, and you also don't want to leave the enemy's temple there for them to recover by retaking the province. |
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I think the initial post is a bit inflammatory and unneccessarily one sided. Normally, I wouldn't post in response to one person's point of view but your post was a good example of one extreme 'side' of every balance argument that goes on so I wanted to post my thoughts. This isn't aimed at you so much as the statements that are represented here (which you happened to make in this case).
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And if it can be beaten, why would people equate that with it being balanced, other than that they have run out of logic ? I mean, if you want to use that argument, every single unit in the game is exactly as good as every other unit because there are open ended dice rolls and anyone could win any combat at any specific time. Quote:
Tthis is probably true in some cases, don't get me wrong, just as there are people on the OTHER side who don't want changes in their game for the *exact* same reasons. For either side to dismiss arguments based on anything other than actual, valid points, on the subject itself, demonstrates both a lack of respect and a losing argument, imo. - Kel Thank you for enduring my brief rant. |
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Kel - nice post.
I agree. The constant superior attitude, arrogance, and cynicism of some posters gets old. Sure there is some whining but I think some of the points raised about DOM2 play balance are valid and they get grouped immediately into the "whining" Category. Whatever. --John <rant> P.S. What is this "we don't suffer fools" cr*p? Get off your high horses. Sheesh. </rant> [ May 27, 2004, 06:00: Message edited by: JJ_Colorado ] |
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For instance, consider the current whine-du-jour: castle-spamming: how many people do it and are actually SUCCESSFUL? Of the people who complain about it, how many of them were introduced to it by being my victim....and if it's so great and wonderful, why are more people not doing it with better success? |
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You see, lot of people (fortunately) don't want to use your strategy. You are obviously under impression that all people play this game just like you Norfleet - to win at all cost, using every exploit allowed by game mechanics. No tactic is too cheesy, abusive or boring for you as long as it allows you to win the game. The truth however, is that a lot of people don't want to use your lame strategy, no matter how efficient it is. They are playing this game to have fun first, and the wining is secondary. I don't think you can understand this idea though, since for you using same exploits in every game seem _to be_ fun. But for other people it is not. That's why they are creating houserules to prevent known abuses and preserve interesting and differnt gameplay, instead of having 16 VQs playing mad castling and clam hoarding just like you do. I think you can be considered to be beneficial to the community, from certain point of view, since you seem to be pretty good in finding exploits and pushing them to the limit. Maybe developers will notice it and do something about it in next patches. If not, there are always houserules, which are being used more and more every week. The harder and more often you and your copycats will use your strategy, the stronger the rejection reaction will become, and the more often games will be created to prevent the abusive strategy that you are using. Obvioulsy you may flatter yourself thinking that this houserules are created to prevent _you_ in game, since you are so good. But you are clearly wrong, and you can easely see it for yourslef, if you want proof for it - I'll tell you how. http://forum.shrapnelgames.com/images/icons/icon12.gif Asking "why I can beat people who are using the same exploits as I do " is meaningless. Instead try for once beat competent opponents _not_ using your only strategy, but trying anything else. If you win, that it'll be the best and only proof that you are wining not because of you standard exploitive strategy but because you are actually strong player on your own, and I'll publicly admit it myslef. But frankly I don't think you will, based upon what what I saw in our Last game. I do not deny that you have knowledge of the game, but so are many other people on this forum. 95% of your success though comes from your only exploitive strategy, that you perfected. Of course you don't want to admit it, since it would deflate your huge ego. Frankly if I would be in your shoes I would find it extremely boring and mindboggling, but you seem to be geting thrill from just wining the games no matter how, and that overweigh everything else. *shrug* [ May 27, 2004, 09:16: Message edited by: Stormbinder ] |
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Literally speaking you are diging your own grave by making your exploits more and more prominent, and I think that it's a good thing for Dom2 community. Quote:
I told you already, it doesn't prove anything. YOU have to beat other competent players by NOT using some combination of your standard madcastling+VQ+clamshoarding. That will be the strong and the only proof that you are wining not because of your lame exploits. Nothing else can archieve such results. It's simple logic, I don't know why are you not geting it. Quote:
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[ May 27, 2004, 09:41: Message edited by: Stormbinder ] |
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Everything in Dom2 boils down to those temples, after all, and when your production bandwidth depends on those temples, even losing control of one temporarily as suggested in a proposed solution would be unacceptable. [ May 27, 2004, 09:41: Message edited by: Norfleet ] |
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So much for playing differently and proving the point. Whom do you think you are fooling? [ May 27, 2004, 09:54: Message edited by: Stormbinder ] |
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New strategies can reveal new problems. They should be given consideration on their merits or lack thereof. - Kel |
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So if suddenly everyone starts playing games with House Rules that you can't play with Undead then suddenly Undead are overpowered?
Norfleet's 'strategies' get the incredible whine factor because they take the fun out of the game in as much it becomes a grind to play. That can happen with any game, many of which are balanced. Certain extremes will always be boring and more effort than is fun to play. That doesn't mean it's inbalanced, only that it creates a situation of frustration to the point of not playing because it's more aggrivating than fun. That is not a balance issue that is just someone using their advantage of playing a mind-numbingly boring style in order to eventually frustrate and have people quit instead of actually fighting. Edit: For a very visible Example: Imagine playing D&D and you're the type of player who plays less about the rules and more about the roleplaying and other aspects and on the other end of the table you are playing with 4-5 Rules Lawyers with Books Strapped to their hands and a sour disposition to the way their character is going. Every minute is an instant bickerfest about any and every interpretation. [ May 27, 2004, 13:59: Message edited by: Zen ] |
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It used to be a standard statement that everyone gangs up on Ermor first because they are so hard to beat later. Now I guess it will be standard game to gang up on Norfleet first, then play.
Of course that leads to new strategys where you manuever to end up in the best provinces while investing the least amount of troops into the "wipe Norfleet" project. |
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I like what Tuidjy and Cainehill are saying, which I sum up as "the problem isn't castles, the problem is raiding." For that matter, this is one of the main reasons Norfleet gives for pursuing a castling strategy, although I don't know that he considers castling or raiding to be "problems."
Anyway, if it wasn't so easy for enemy armies to get into your territory and wander around, avoiding battle with your armies, while burning down your temples, ramping up your unrest, and forcing you to devote disproportionate forces to pinning them down and destroying them, then castling would cease to be such an attractive strategy. It would still have its uses, but as folks have pointed out, it has its drawbacks as well. However, so long as it is the best (almost only) way to stop raiders, trying to do anything to limit the strategy would be a mistake, I think. I like Cainehill's suggestion that it actually require effort of some sort to destroy an enemy temple. Although I'm not sure if the game can handle the idea of a temple and the land it is built on belonging to different people. Tuidjy's suggestion about loyalty is also a good one. My own sugestion us that the movement rules be tweaked such that it is possible to intercept an enemy army in the space that it starts the turn in, even if it has orders to move somewhere else. In other words, make it possible to catch raiders. You could start with some sort of base chance of getting to the province before the enemy leaves it (33%?), and then modify it by comparing the strategic movement speeds of the armies involved. Alas, I have no idea if Illwinter is interested in making changes like these at this point... |
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(And, by the way, I have never used any of these tactics myself.) |
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That's a really good point Vynd. You could argue that the unbalanced strategy is raiding, and castling is just the best way to defeat that.
There are actually two ways to see this: Raiding is the problem, it won't let you build temples (because they get destroyed really easily) and you need those temples to defeat other peoples dominion. Castling just helps you defeat raiding. People should be able to build temples in every province and guard them. It's frustrating having someone just turn up and trash 200gp worth of temple. Castling is the problem, because it does let you build lots of temples. This means the only way to fight the dominion of a castler is to have lots of temples yourself (because you can't destroy his easily). Raiding is needed when people build temples too close to borders, or too many temples. People shouldn't be able to build temples in every province and guard them. It's part of the game to intelligently choose where to invest in your 200gp worth of temple. I suspect these aren't "right" and "wrong". But (assuming one of these needs solving, which may not be true) the one to solve is the one which solving will make the game more fun. I'd 'solve' the castling, as I think I prefer the style of game this would lead to. Of course, there may also be other problems associated with each strategy on top. In fact I'm sure there are. I suspect some people will still castle everywhere even if it is reasonably possible to intercept raiders anywat. Don't you love how even the bits that might need fixing in Dominions 2 are so complex :-) Addendum: Solution to raiding strategy without castling: Lower the cost of PD. Bigger armies are now needed to overcome reasonable cost PD, and so raiding costs more. |
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Exactly how much are you going to lower the cost
of PD defense? I take capitals with my standard raiding party (herse + 8 Vans) and no losses. That without a high blessing (a6w4s4d4b4) Except for Ulm and Jorunheim, PD is useless. And frankly if PD, costing less than a castle, were able to stop one of my late game raiding parties (Drott + 5 Herse), PD would be a problem. BTW, I have taken down 51 points of Jotunheim PD with (High Seraph + 5 Seraphs + Couatl) And frankly, what is the problem with castling and VQs? In one of my games right now, I am rolling up my opponent's castles. Maybe I should write a journal about what is happenening (he has a VQ, I do not) And no, it is not boring to play catch with the queen. It is actually quite entertaining. Especially in flux-dominion. |
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(And, by the way, I have never used any of these tactics myself.) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That's the whole problem. People often provide evidence which is then dismissed based on these illegitimate tactics. You can't say they didn't provide a 'burden of evidence' if you can't refute it, logically. - Kel |
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Long ago I did a breakdown of Clam's and later Peter (may he rest in peace with many women and large tracts of land) gave another breakdown. With the #'s presented it was shown that you can abuse it, but only in specific circumstances with a specific gameset and only really viable for a very slim selection of circumstance. I have seen no instance of this for castling and the only time for VQ's in beta testing. Apparently the proof is 'sounds like to me' or 'what I've seen' or 'from the games I've played with 1 person' not conclusive facts. Fear a Justice system where proof and evidence is presented by gamers who either don't have the time or willing to back up their arguments with any sort of reasonable statements. [ May 27, 2004, 16:45: Message edited by: Zen ] |
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I find that building too many castles is often a stupid idea for any living race. There is no way to defend so many castles, so you are guaranteed to give up some to your enemy. Then, your enemy has a new supply center, a fortified position, and a place to recruit and summon new units inside your empire. If someone wants to spend 300 gold on a castle in every province, that's fine. I'd rather spend that money on armies to seige and claim those castles for my own. |
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- Kel </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">How are these tactics illegitimate, and what is the evidence? It's hard to refute opinions, and other than reports of "I hate playing against a castlespamming VQ clam-hoarder" I have not seen much evidence put forth that any of these are in any way illegitmate. I will grant that VQs appear to be underpriced compared to some other Pretenders, or rather, some of the 125 pt. Pretenders are probably overpriced. But...how can buidling castles be illegitimate? Where does that particular line of thinking stop? Should we limit the number of temples a player can build? Number of labs? Number of uber summons? Number of mages? Number of provinces to take a turn? Why not, and how is it different for the reasons given for outlawing castlespamming? |
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An interesting discussion, as always.
First, a suggestion for improvement based on reducing micromanagement, to help Mosehansen. Is it possible to enable a switch, on a commander-level, to stop the pooling of gems from them? The 'large-scale' issue is one of blood sacrifices, but it would also help to avoid the pooling of gems from someone you don't want, which might increase the possibility that gem-requiring battle magic is used (I don't use it in my games primarily for this reason.) I envision something of a toggle on the Commander orders box, or a toggle box on the Commander's information screen. I don't know how hard this would be to implement, but I just wanted to make a suggestion. To reduce castling is actually very simple: increase the cost of all castles. I would think that doubling the cost would be about the right amount. With that, I doubt anyone could put a Castle in every province and hope to defend them. Now, how to avoid the raiding issue? Well, I think the fair way would be to have Move orders processed based on the relative Supply values for each player in the Province being moved to. That is, the closer you are to your supply base, the earlier you would move. Therefore, the deeper you raid into Enemy Territory, the easier you are to catch (theoretically). As a side effect, that would encourage two other historically accurate points. First, castles would be built on borders, both to reduce the enemy's ability to raid and enhance yours. Second, expansion would involve more 'circular' motion. That is, it would be better, from a defense standpoint, to expand in all directions, rather than in a line fashion. This is already strengthened by other game factors, so it shouldn't be a problem. If this were to happen, raiding would be, essentially, in-and-out. You would raid 'borders', basically. Those nations that are built to raid (e.g., Caelum) don't lose those advantages under this system. Another minor point is that this would strengthen those castles with better Supply values that have other trade-offs (Fortified City and Wizard's Tower), as they would support more in-depth raiding. It would also boost the Growth scale, which currently is not nearly as useful as certain other scales. OTOH, Nature magic would _not_ benefit raiding, as Supply bonuses from Nature Magic/items subtract from Supply Used, not add to Supply. Thus, this idea makes the most use of already in-place mechanics. Anyway, feel free to comment. I'm sure I missed a lot of problems with this idea. http://forum.shrapnelgames.com/images/icons/icon12.gif Scott Hebert Newbie |
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Also, it is a mistake to fixate on how raiding makes temples vulnerable, as if all raiders did was destroy 200 gold temples. For one thing, temples represent more than 200 gold, they also represent the time and effort involved in getting a priest over there and having him spend a turn building the temple. This, as Cainehill pointed out, is in contrast to the free, no action required, destruction of the temple. Furthermore, raiders do a lot more than destroy temples. They deprive you of income and gems, gain them for their owners, spread unrest in "your" territory, wipe out PD and/or isolated units, and require you to track them down with superior forces and destroy them if you want them to stop. |
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It not only makes protecting territory less of a hassle, but adds another element of randomness (especially if you blank out the Supply factor from other players visibity (except maybe spies) and add in a random roll to it). Now I don't know how easy it would be to code, or if it's even viable with code constraints. But a very good suggestion and well thought out. Kudos to Scott. Edit: This will still not affect the CT/Teleport/flying raiding SC's, but for the amount of gems that are used to create them for that purpose, they should have an advantage of mobility. [ May 27, 2004, 18:07: Message edited by: Zen ] |
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