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Old June 20th, 2004, 10:13 PM

Scott Hebert Scott Hebert is offline
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Default Re: How much should a Random-5 Mage cost?

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I'm not so sure it's so obvious. The closest indy mage is the Magus, same magic picks at 90 gp. To make up for the cost difference, you have to use the Alchemist to transmute 27 fire gems (or 42 earth), which looks like a hefty amount to me. Add 2 (or 3) more/turn to cover the extra upkeep. And 25 (or 40) more for the required lab. You've got to be gem-rich to take advantage of an Alchemist.
Is it worth its cost? I don't know. Is it worth more than 90g? Certainly. The Alchemist's ability is unique in the game, outside of one national pretender and one unique artifact. And it's not like you'd ever have more than one.

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Just look a few Posts back, someone already replied to this. It's all about nation balance. And also for thematic reasons.
Well, since people seem to be making judgements, I'll level in on mine. The magocracy argument for Caelum, to me, means they should get cheap mages, or powerful mages, but not both.

When I compare to other 'magical powers' in the game, I still don't find much reason to believe Caelum's mages should be undercosted to the level that they are. Maybe I'm not comparing to the right nations...?

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Frankly, I wouldn't be surprised to learn that IW did only come up with these guidelines when they introduced modding in Dominions 2. I can't get rid of the impression that they didn't use anything but 'flair' to get these mage costs out of their minds.
Frankly, I _would_ be surprised. There's too much correlation. That'd be interesting... would anyone be interested to see the correlation coefficient of the data?

From this data, I would find it rather unbelievable that IW doesn't have guidelines, similar to (if not exactly) the guidelines they posted for mods, that they follow internally.

I'm going to start trying to analyze the information for threads that might be able to be condensed into other guidelines helpful to modders.
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