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Soapyfrog said:
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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!
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I havent really been following the conversation but it sounds like another "if its not head-to-head fair then its broke" discussion. ou are saying that if a strategy is offered in response to a strategy that its not an answer?
And arent nations like Marignon and TienChi also solutions to devils? (any nations with high priests)
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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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You are talking about Atlantis using clams, correct? On a large map, what about the other large-map strategies. The ones that dont get a "fair play" on small maps. Pangaea sneak, Man air-drops, Caelum checkerboard, Arcos stand-and-think? Surely those offer some challenge to the clammers.
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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.
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Your games have 17 people using the same strategy? No wonder you have a problem with balance issues.