Thread: Mod CBM 1.8 released
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Old February 9th, 2011, 02:17 AM

Dimaz Dimaz is offline
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Default Re: CBM 1.8 released

Quote:
Originally Posted by Soyweiser View Post
Some stuff is so good that you cannot win unless you also use it. The gengems for example. Most give a constant boost to gems after only 15 turns. Create enough of them, and you could not lose, so the endgame became, who can create the most gemgens the quickest.

(With some variation of skill, but it is hard to beat an opponent who gets 100 more gems than you get each turn).
The real problem is when several players have hundreds of gemgens at the end so the game just stucks without a clear winner or Armageddon fest starts. What you describe is the viable way to win in the game with gemgens. I have to remind that this game has been played WITH gemgens for most of it's existence and still was fun to play. However I agree that removing them in the form they used to be was for the good.
Quote:
Originally Posted by Soyweiser View Post
The same with hammers, and SDR's. They are so good, that there is no point in not using them. Games become very dull if each game is, rush construction. Forge Turtle Win.
Really? I followed this recipe once and lost, how can it be? It has something to do with gemgen removal probably.
Quote:
Originally Posted by Soyweiser View Post
It creates the runaway leader problem. (Which strat games tend to have). As long as you lead in gems, gold, etc. You can create more gems/gold quicker just because you are in the lead. Removal of gemgens and hammers makes this less so. (Not so convinced about the SDR).
So if you lead in gems gold etc you should be able to create less of them or what? I'm intrigued.
Quote:
Originally Posted by Soyweiser View Post
Jade knives where just broken. . A blood sac spam with jade knives isn't counterable.
Blood is powerful, and blood sac is powerful, but please show me a game won by blood sac alone or as the main part of the winner's strategy.
Sorry I don't have time to comment the rest now..
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