Re: Game balance suggestions.
>The clams pay for themselves by turn 25, making 2 clams a turn I believe
2 clams per turn takes 20 water gems.
If you are converting astrals it's 40 astrals.
It would take 40 clams to produce 40 astrals.
Do you really anticipate having built 40 clams by turn 25?
From another tact, lets assume that by some miracle you do have 40 clams. That took 400 water gems (lets not even consider conVersion rates). That 400 gems could have been put to very good use... lets say 13 Murdering Winters, 200 Winter Wolves, 400 Sea trolls, or a feeble 140ish if using Sea kings Court (but you do get commanders that way). Those 400 water gems could have been put to great use capturing provinces and eliminating enemies. Those extra provinces will produce gems. So this path gets you combat power, economics, gems, and helps remove enemies.
Now I can see how, over time, the clams could pile up an advantage when used with Wish. However it takes a good long while, and you must be counting on some wonderfully non-aggressive enemies that allow you to get away with it. Frankly, I wouldn't count on such benevolence from my enemies.
|