Quote:
Arralen said:
I would suggest either indies-6 or 9 - the later makes tough special troops/bodyguards and items on commanders much more likely, so there's some reward fighting strong indies.
|
Question: Is there a significantly higher chance of indy commanders with artifacts on 9 than on 8?
I really wanted indies hard, for the key to doing well in this game should be indy grabbing from the very start. We can't have people waltzing over them like they were mush.
I then backed off a bit because of the poor world. It will definitely be a hard slog for all players. One bad decision or bad battle result could set a player back for a long, long time if the wyrm dies. Mercs are VERY expensive given such low incomes for all nations. I expect people will be winning mercs with a minimum bid, even with 17 players!
I then settled on 8 because I have never had an MP game with this setting. I have had an MP game with 5,6,7, and 9 (the most frequent by far) setting. Besides, 8 happens to be my favorite number!
At this point, I am inclined to leave indies at 8 unless there is a general hue and cry about the sheer difficulty of the game settings.