View Single Post
  #166  
Old September 13th, 2009, 07:03 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Template for reducing late game MM hell

Quote:
Originally Posted by WraithLord View Post
gem gens recap:
1. Everybody does them. So nobody gets a serious advantage. I forge lots of them with every nation I play, even ones w/o paths. I just invest some and get/empower mages to needed paths. Everybody does it. The secret is out. All that's left is:
2. Tedious, mind numbing work of forging them and defending their holders.
3. They prolong end game since it's very hard to kill nations by taking their provinces. In-fact province are not that important when you have those 60 clams and 60 blood stones on scouts or what not.
4. They indirectly contribute to making end game turns longer by allowing a much higher gem income - thus more spells, SCs, forging work.
5. Coupled with wish the game just breaks.

Missed anything?

BTW, I have read somewhere that IW originally intended them to be used for battle. If there was a way to enforce that (not allowing their income to leave the holder) then they could be of use.
1. So they are not unbalancing the game. That's a flaw?
2. Yeh, and defending provinces, castles, mages, etc is so tedious.
3. The funny thing about the endgame is that you can take 90% of a person's provinces in a few rounds with thugs and SCs and then you have to actually fight their armies. It's actually good that the win doesn't always go to the sneak attacker.
4. Yes, having a gem income adds a level of complexity to the game. This is the wrong game for you if you don't like complexity.
5. Let's face it, any gem income and Wish causes weird things to happen. I once ended a game just by using my non-Astral, not gem-gen, gem income to Armageddon the place to death to force the end of the game because 15 players were stuck in terminal turtle mode and the game was never going to end.

Gem gens only cause MM when you spend a lot of time turtling and have extra gem income and mage time to spend on them. The fact that you want to hit people early and hard before they can build a hundred gem-gen items actually means that the endgame should be shorter if people are not stuck in terminal turtle mode.

If you spend a lot of time fighting, scripting a single large complicated army can take an hour or more. That and incentives to turtle should be the place where people should be spending their energies if they want to cut down MM.
Reply With Quote