
October 29th, 2003, 04:33 PM
|
 |
Major
|
|
Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
Thanks: 0
Thanked 50 Times in 11 Posts
|
|
Re: Poll: How much will the new bless effects affect your pretender design?
Quote:
Originally posted by apoger:
>This would be much less of an issue in games where more than half the provinces started off in players hands.
I must agree with Jasper on this. I don't like the whole one province, then expand dynamic. It heavily favors strategies that involve brutal fast expansion. I'd rather see players setting up to fight each other rather than "speed trampling unowned provinces".
It would be nice if IW could have an option to start with a "nation". Perhaps 7-10 provinces circling the capital. Force balance so all nations start will about the same gold/resources. Possibly have all starting provinces pre-searched as if the pretender had searched there.
I think this would be a good step forward for the game.
|
This would be cool. I don't know if I'd want every game to start this way, but I see some definite advantages - e.g. faster games. My suggestion would be that a "nation" in the sense we're talking about would consist of the capital, and every adjacent province. That way the really strategic choices come into play from basically turn 1 onwards. It also makes your castle choice very important, because a high admin castle will start you off with plenty of resources!
The downside would be trying to make sure that each player gets a roughly balanced deal with regard to starting money (how many provinces doesn't so much matter as how rich they are). Nonetheless this is an intriguing suggestion.
If any of the Illwinter team is reading this, what do you think of the idea? Do you like it? and if you do how likely is it to be implemented?
-
With regard to the whole magic-on-pretenders question, In Dom I there were very few spells that required more than 4 in any one magic path - and those that did were levels 8 & 9 particularly. In Dom II there are still relatively few such spells, but a few more than in Dom I. Getting your mages up to lvl 4 in a magic path isn't that hard, depending on the path, and getting up to 3 is pretty easy, since you have items which boost power and spells which boost power.
|