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NTJedi said:
Combined with the chance they will return with nothing even with 0 unrest raises the percentage beyond what I see as beneficial and tossing them into research will not only remove the existing unrest but improve research.
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The chance that a hunter fails is 10% for B2 and 0% for B3.
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Unlike your games I've seen not only small attacks and huge defeats but very close magic casted and non-magic casted battles. Those close battles really are fun to watch.
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A small attack can be dealt with by moving your bloodhunters back to the province they retreated from to recapture it.
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You're forgetting the Soulstone allows its wielder to cast call of the wild for free every turn... combined with madmen or a hordes from hell and you'll pray for those blood mages each have a pair of blood slaves.
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The soulstone is an artifact and only gives you a single call of the wolves per turn. Your province defense of 10 should be enough to hold that off by itself. If your opponent has the astral income to cast multiple madmen spells per turn, then you have to have comparable income of some other kind or you've already lost. Hordes from hell is not going to be defeated by the six imps that three B1 mages will likely be able to summon.
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Players having to use castle-types more efficiently and strategically is a problem to you ... sounds like mass-castle building is more the problem since it's expected to be seen in multiplayer games.
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No, players complaining that their house rules mess up game balance is the problem.
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The point is Mictlan has to have blood hunters, priests sacrificing and adjusting unrest just to push or keep alive the domain. All which brings extra micromanagement. This was mentioned long ago in previous topics as well.
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I'm well aware of what you think the point is. The actual fact is that the micromanagement is not that much worse once you've built the basic infrastructure needed.