Quote:
CUnknown said:
I think I am going to change independents to strength 3 unless anyone objects? If anyone objects, they will be strength 5 like I said before. I think strength 3 will be better to really get combat started in early game before all the doom horrors come out. This will have the effect of making clam hoarding, SC gods, soul contracts, etc. less useful while also making national troops more valuable, in fact necessary.
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I won't go so far as
objecting but I do think that Indies 5 would be better - still easy enough that people will be conquering the independents early, but not so easy that people feel compelled to make a crap shoot by attacking blind on turn one. (In a competitive MP game with such weak indies, the people who conquer a province on turn 1 get a leg up on the others; people who attack and lose their army when they hit knights or some such are likely to feel sufficiently disadvantaged as to lose interest and go AI.)