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Soapyfrog said:
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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Broken? Just because the way doesn't play the way you want on larger maps do not mean that it is broken. The game setup parameters are intended to have gameplay effects, obviously all strategies will not be equally effective with all setups. This doesn't mean the game is broken. It just means that all strategies are not optimal in all setups, which is both desirable and very hard to avoid.
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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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What if I wan't to keep the cake and eat it? Short of regurgitating it up again I can't: THERE IS NO POSSIBLE STRATEGY.
Also I believe you are overstating the clam potency.
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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.
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I fail to see why this is particular to large game and what it has to do with soul contracts and their balancee and why it is a bad thing, it seems like entirely reasonable and indeed desirable state of affairs.
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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.
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While you might object to the speed at which this happens I do not see how anyone can argue with that delayed investment payoffs should payoff. Research etc need to yield significant results, or no one would bother with it. Also, as has been pointed out by various other posters, some players enjoy the presence and dominance of the high end troops and spells.