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johan osterman said:
There are easy and simple solutions to your problems. Fiddle with the game settings and victory conditions, use smaller maps, attack players before strategies with 10 turn investement returns pay off.
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This is not good game mechanics, period. If the solution to a Mictlan devil factory is "gang up on Mictlan early" then that's broken. If the solution to runaway economies is to play on small maps, then that's broken. The game doesnt scale!
What if I want to play a game on a huge map that doesnt become a clamming competition after turn 30-40? Short of a house rule I can't: there is NO POSSIBLE ALTERNATE STRATEGY.
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johan osterman said:If you continously play on huge maps while letting other players grow at their own pace do not be shocked if strategies with delayed investment return pays off. If you do not like it, play on smaller maps and use victory settings that encourage more agressive play etc.
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Its not a question "letting" them grow at their own pace. in a 17 player game, SOMEONE will manage it, and that player will win regardless of who won all the hard-fought wars in the middle game.
So there is no incentive to fight except to shoot cripples and snatch territory. You certainly don't want to risk an evenly matched conflict becuase that will simply cripple you.
It would be more interesting to me if magic sites and powerful summons etc. did not devalue so quickly as the game progresses. It would be interesting to see armies of national troops still relevant in the late game.