Quote:
Originally Posted by Wrana
Old staling data may be useful, by the way, to see whether the problem is chronic. And that's the main reason to know who stales: to see whether you should look for replacement before it's too late. 
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That is true of course, especially in FFA games. In team games, I'd hope Captains would be in closer communication than that and should generally know if someone is staling on your team. Heh, but I'll post a link for the directory and you can browse all the files.
Quote:
Originally Posted by Wrana
To Septimius on potential teams:
While it's surely possible for old enemies to ally (just look at European history of last centuries!  ), it's still rare. And what I consider beautiful in Dominions nations is that there are almost never clearly Good ones (maybe MA Tien Chi. Maybe.), especially if we look up all 3 eras. And nations change in their outlook over time. Hinnom is clearly evil, but Ashdod less so. EA Ermor isn't (so) evil, but LA...  C'tis isn't evil per se, but Miasma makes it looking quite like it in MA. Abyssia becomes more evil over time. And so on. And in LA usage of Death and Blood magic doesn't make nation evil in and of itself: almost all practice one or the other... So while I agree with your idea of Heaven/Earth/Underworld teams, I suggest mixing them more by lines of traditional alliances and enmities.
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Thanks for your suggestions Wrana, of course I am just kidding about the evil thing (my choices for teams are larely path based (not based on evil, hot/cold, old enemies, or anything of the sort) each team has real specific magic strengths and weaknesses like in the current game.
In my earlier post (
http://forum.shrapnelgames.com/showpost.php?p=745943&) I would give each team a choice of more than 4 nations to choose from, they only need to pick 4. So the Underworld team can choose 4 of the 6 nations listed, they don't necessarily need to take Agartha or Gath, etc.
True Agartha is generally in the same realm as Ulm earth wise, but the magic path nature of nations changes over time and that's what my choices are based primarily on (that and native gem income). In that respect LA Agartha has a slightly greater leaning toward the Underworld realm with a greater regular (non random) magic in both fire and death (2F,5E,6D,H4)= Combined mage and gem income levels, than Ulm.
Ulm changes quite a bit in LA, has much less earth, gets a tiny bit of blood, etc and is more versatile (5S,2D,1N,1B,1E,H4). They've got more Astral than anything else, so kinda difficult to place em. I also looked at common attributes like Dark Vision and Heat Resistance, Seige/Forge bonus, a bit. So feel free to look back at the post and tell me how you'd reallign the choices or if you want to go further give me your ideal 4 nation picks for each realm. That might be better than giving choices, though at least you've got some limited freedom of choice with my method.
I'm posting links for the external timer and score graphs/staling data directories on the opening post of this thread. Having an external timer posted has both benefits and drawbacks in terms of turn submission speed IMO, but it is helpful nonetheless. We are currently still on turn 3 it looks like.