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Old May 25th, 2009, 06:33 AM

TheDemon TheDemon is offline
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Default Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.

Quote:
Originally Posted by Septimius Severus View Post
So you mean that giant nations such as Hinnom don't have an edge when it comes to expansion? Assuming nation selection is not a factor then, why is it that vets can expand so fast vs indies, what's yer secret? heheh.
Sure, giant nations are easy to expand with. But if that's your reason, then how is it that Caelum, Helheim and Atlantis were able to keep pace? According to my turn 10 .trn, Niefel had 18, Atlantis had 19, Helheim had 21, Caelum had 22, and Hinnom had 24. My personal benchmark for a "usable" expansion strategy is 20 provs uncontested using default settings by turn 11 (late winter year 1). If I can't achieve that in a test game, I won't use that pretender build.

Quote:
Part of this was due to the quirks of the map. I'm defintaely leaning toward some sort of symetrical evenly distributed map, which will make placement much easier and fairer for all. The distance between teams was intentional. Ideally I'd like it be around turn 20 before contact/hostilities break out. With water nations though, it makes it a bit more difficult. This will give noobs a chance to get some research and prevent the vet team behind overwhelmed by the noob early game numerical superiority as as happened in NvV I. Of course an NAP would have a similar effect.
Ideally you want no pressure on the noobs early, that's true. I mean, its no fun to lose early. But to reach turn 20 without borders, you'd have to have like 40+ provs between each vet and the noob team, plus however many you think the noob will need. Under a normal sized map (15 provs per player), you're going to get borders on about turn 6 or so. I mean, you can force the first battle to delay until turn whatever with a NAP, but that doesn't change that during those 20 turns of "research" the vet team snaps up indies at a ridiculous rate, and also in turns 10 to 20 get a kick-start on their fort-building and research. It's conceivable that by turn 20 the vets would have a higher team total on every single graph except maybe army size. After this game I don't think you can dispute that a similar vet team is capable of that under a 20 turn NAP.
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