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Old September 29th, 2004, 07:56 PM

baruk baruk is offline
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Default Re: Some ideas: raiding, seiging, spell AI and more..


Quote:
alexti said:
I find it good to have mroe than one battle per turn. It gives more interesting options. Concerning the mage near the lab, it maybe reasonable to replenish gems between the battles, but what is supposed to happen if there isn't enough gems? And in any case 2 battles in the province where you control the lab is really uncommon.
Multiple battles (per army) in a turn are not bad in themselves. It seems a little easy to me for a knowledgable player to use the system against gem-wielding mages. Players can always use their familiarity with the AI against others.

Labs may usually be in fortified provinces, but also consider the more common situation when people use scouts as gem carriers for large armies. It doesn't make sense to me that a mage wouldn't try to replenish his gem supply mid-turn before a major battle (having spent his gems in a magical battle). I doubt that an AI would accomplish this satisfactorily, though (but maybe worth a try). With a limited gem supply, gems may go to the wrong mages, or be distributed in insufficient numbers.

Quote:
alexti said:
What I don't like about your idea is not the limitation, but "per-province" basis. If now you can just slap clam on the third from the left researher, with your idea you'd have to count how many clams are already in this province (meaning scanning all mages there) and then to take into account possible dominion change. And all these efforts don't really add anything to the game experience. With overall limit, you'd typically know that you're well below the limit, so no worries and counting. I'm still not sure if the overall limit would be a good idea or not.
Its true that it would add a lot of micro-management. Being a veteran of dominions-PPP, I have built up quite a tolerance.

Gem generation would happen before dominion change under my system (not sure what the turn order is currently), so your number of active generators would be predictable from turn-to-turn.

An overall limit may be better in terms of micro-managing. It would, however, allow more of an all-eggs-in-one-basket type approach for the hoarder, made effective by use of domes. A simpler limit could be that any null or enemy-dominion province has a limit of one active generator.

Dominion pushing as a tool against hoarders could be interesting, might add something to the game.
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