
April 5th, 2004, 05:30 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
Thanks: 0
Thanked 1 Time in 1 Post
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Re: The next patch
[quote]Originally posted by Zapmeister:
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Any amazon priestess could make them since they have nature 1 water 1 magic pathes... They are extremely cheap at 100 gp, in addition to being sacred troops that halve their maintaence...Amazon provinces are quite common forest type province. Besides nature 5 water 5 is too low anyway, IMHO clams should cost at least 15 gems total to slow its return of investment.
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Maintenance on the clam forgers is not really an issue
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Granted, it's not the most important factor but it still should be taken into calculation to get the whole picture. Mages are expansive. If you use say, your 270 gp none sacred mage as lvl 2 water one, than maintance would cost you 18gp per turn for each clam-maker. These things tend to add up. While 100gp priestess would cost you 3.3gp per turn. That's quite a differnce, if you are thinking about many clam-makers working together.
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, amazons are not common (at least not as common as national troops)
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Anything is not as common as your national troops since you can build them in any castle, so obviously you can't judje indep. province frequency by such criteria. However as far as idep province types concern amazons are pretty common in the forests. I usually end up with anywhere from 1 to 2, sometimes 3 amazon provinces in my games after initial expansion stage.
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and our objective is to slow the rate of clam production which can be done without increasing their total cost, IMHO.
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I don't think that nature 5 water 5 would be an adequite solution. The solution that could fix overpowered clams problem without raising its cost - like seting max limit on number of clams per player, would require some changes to the code, and therefore is more likely to rejected by developers than simple small increase in gem cost.
[ April 05, 2004, 04:33: Message edited by: Stormbinder ]
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