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jutetrea said:
Is the game a success? Too much? Too Big? Cool to see the various ages interacting? Settings working out?
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I'm having a good time. I'm glad i joined, but i'm not sure that i will play the next one- i'm anti-diplomacy and it's not optional in this one. The interaction of the ages is definatly one of the highlights for me.
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Turn 42 and quite a few are out already.
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I expected faster attrition, i'm thinking that having lots of neighbors made people cautious about quick strikes.
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1/8 Water Nations (12.5%)
23/54 Land Nations (42.5%)
Water Nations are doing very well early on, 7/8 still surviving and doing well.
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This is not a surprise, i felt water was the place to be and was absolutely shocked when i saw the draft results- i think me (MA Oceania) and Dreamlands were the only water nations that did not get a bonus! What i now understand though is that the
amphibious nations are extra cool. Being able to hide from land powers in the water and from water powers on the land is a major strategic benefit.
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Predictions? Some pretty hefty leads on troops, provinces, dominion and research so far. Will coalitions such as recently suggested by LA Atlantis knock off the leaders? I could see the game becoming very polarized in short order.
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I'm thinkin' it will be a three way between R'lyeh and their vassals ("The Warsaw Pact"), the Big Alliance ("NATO") and Ermor ("Red China"), but that's pretty speculative- my little Seagulls of Death have been busy, but it's a big map and my info is, of course, incomplete.
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Personally I'm not liking difficult research.
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It bugs me too, but i still think it's nessicary to prevent utter chaos.
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Wondering if future games such as this should have a turn limit, say 60 turns. Develop a scoring system and declare a winner? Obviously have to see how this turns out, but just imaging micro'ing one of the last 4 nations!
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I think "points at turn x" is a fine way of playing in a general sence, but 60 is too short and for a game this big i'd perfectly happy to just play to turn X and call it a wrap.