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September 11th, 2006, 12:40 AM
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Corporal
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Leadership levels upped, I see?
This made sense, given that the middle game may well feature clashes of actual armies (instead of going from Just Enough Force to Take Indies straight to Massive Supercombatant that can Take On Anything).
From the screenshots in another thread I notice that the new leadership levels are:
Old: 10, 25, 50, 75, 125
New: (not seen yet), 40, 80, 120, (not seen yet)
Given also that true armies are actually viable (for just long enough to matter anyway) it's suddenly not a no-brainer to grab cheap design points with a death scale. I like that.
Unrelated point: Now that nation themes are now seperate eras, do themes that used to require odd scales still require the same odd scales? E.G. does Spring and Autumn still require Turmoil-1 and Magic-1 even while the other Early Era nations either had no restrictions before or are totally fresh concepts? And Late Era Ulm, apparently a cross of Black Forest (req'd Mis, Dea, Mag IIRC) and Iron Faith (Prod, Drain).. eepsie, this would have been a problem...
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September 11th, 2006, 02:16 AM
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Lieutenant General
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Location: Alaska
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Re: Leadership levels upped, I see?
Quote:
Etaoin Shrdlu said:
This made sense, given that the middle game may well feature clashes of actual armies (instead of going from Just Enough Force to Take Indies straight to Massive Supercombatant that can Take On Anything).
From the screenshots in another thread I notice that the new leadership levels are:
Old: 10, 25, 50, 75, 125
New: (not seen yet), 40, 80, 120, (not seen yet)
Given also that true armies are actually viable (for just long enough to matter anyway) it's suddenly not a no-brainer to grab cheap design points with a death scale. I like that.
Unrelated point: Now that nation themes are now seperate eras, do themes that used to require odd scales still require the same odd scales? E.G. does Spring and Autumn still require Turmoil-1 and Magic-1 even while the other Early Era nations either had no restrictions before or are totally fresh concepts? And Late Era Ulm, apparently a cross of Black Forest (req'd Mis, Dea, Mag IIRC) and Iron Faith (Prod, Drain).. eepsie, this would have been a problem...
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Where you say death scale, I assume you mean sloth?
Anyway, to answer some of that, poor leadership still has a value of 10, and forced scales are gone.
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September 11th, 2006, 08:05 AM
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Lieutenant General
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Re: Leadership levels upped, I see?
It's 10 (guys like mages and priests usually have that), 40, 80, 120 and <don't remember now>.
Since there is more gold and larger armies in game, leadership has increased.
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September 11th, 2006, 08:09 AM
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Lieutenant General
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Re: Leadership levels upped, I see?
Also, growth scale has become more desirable as it now reduces chance for old age affictions. Basically, your old people will live longer so most powerful (and usually old) mages will live longer too.
Death 3 is still valid choice but it's no longer a no-brainer.
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September 11th, 2006, 08:17 AM
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Lieutenant General
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Re: Leadership levels upped, I see?
When ever Death 3 was a no-brainer? o_O
Except for Death nations that is. And maybe Abysia.
But yay for more leadership. I can now make Lobo Waves like none before!
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September 11th, 2006, 10:56 AM
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Lieutenant General
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Re: Leadership levels upped, I see?
Quote:
Nerfix said:
When ever Death 3 was a no-brainer? o_O
Except for Death nations that is. And maybe Abysia.
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In games with QM or Arch it was almost a no-brainer.
They used death 3 basically always in vanilla Dom2 and still often in Dom2 CB.
And QM won almost all blitzes.
Somehow the usual Dom2 vanilla scales defaulted to magic 3 order 3 misfortune 3 death 3 sloth 3 heat preference +/- 1.
Only in longterm games growth scale was occasionally valuable, especially for blood nations. But there iirc Arch usually took death 3 nontheless and dominated with something else like mass vine ogres or van abuse or whatever  .
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