Quote:
Originally Posted by LupusFatalis
@namad, agreed. The indie thing allows them to leverage the start. That's why I don't support any changes on attack rate.
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Yes it will and on it's own it would radically change the next game compared to this one. The Overlords will be able to expand much quicker. In this game only the overlords R'lyeh and Marignon got any reasonable expansion in the first year. So I think being able to attack neutrals sorts out the slow Overlord expansion at the beginning but still protects the Normals from an Overlord rush fuelled by his extra early game castles and income.
But there is also the problem overlords face now - that they cannot run a proper war at this stage. A Normal is now far more dangerous than an Overlord who can only really hit one territory a turn.
So I think some relaxation of the attack rules needs to happen in the mid/late game. I think Namads/my idea of allowing an extra attacks based on the game turn would work well as it slowly makes the Overlords more dangerous.
The problem I have with Squirrel's Standards idea is that it is too cheap rather than the idea itself. 15 gems is very little and means that the Overlords could buy several in the first year. There is little else that would be as vital to use with those early gems. That allows early game Overlord rushes very easily. And those will neither demonstrate Overlord skill or be any fun for the Normal who is rushed due to the inbuilt inbalance in their starting positions. If you made them cost say 50 per banner (make it a summonable creature and one needs to be in each attacking army) then it would work better.
Also please remember this map has really affected the game. Many Normals had effectively only one Overlord neighbour. The water too has acted early on as a map edge. I am not sure this was really the original intention. Making sure everyone has several neighbours including (for Normals) two Overlords would make the diplomacy far better.