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  #211  
Old July 6th, 2009, 03:28 AM
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StrictlyRockers StrictlyRockers is offline
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

One of the down sides of having known preplaced starting positions is that it takes some of the fun and surprise out of the game that comes from not having any idea where your enemies started. It eliminates some of the mystery right off the bat. For me, that is a lot of the fun, not knowing which way to go or what you might find.

Also, for nations that have good early ritual spells like Blight or Hurricane, they can target their opponents' home provinces with foreknowledge of the locations. That to me seems somewhat of an unfair advantage to those nations. So, on the whole I think I'd prefer to start with random start locations, even though this may give some nation a "bad start location". You take what you get and you try to make the most of it. Some games are better than others. Although I am content to play with pre-placed starting locations, my preference is for them to be placed totally randomly.
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  #212  
Old July 6th, 2009, 03:31 AM

Dragar Dragar is offline
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

Surely if you're at war with someone early it won't be too difficult to find their home province regardless? I can imagine it lets you fire off a blight or hurricane slightly earlier in some cases but I don't see this as more important than having equitable start locations
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  #213  
Old July 6th, 2009, 04:40 AM
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

StrictlyRockers
First, in this game home provinces will have VP's and so will be visible regardless of anything else.
Second, no early rituals because of difficult research.

So, while it may be arguable in general, for this game, I think, predefined locations are a perfect option.
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  #214  
Old July 6th, 2009, 05:50 AM
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

ano, thank you very much for the making the fixes.
I've changed the game settings to use your map.

rdonj, I trust you will check the the matter and act accordingly. If you wish you can consult with me w/o revealing identities.
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  #215  
Old July 6th, 2009, 06:08 AM
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

Quote:
Originally Posted by ano View Post
StrictlyRockers
First, in this game home provinces will have VP's and so will be visible regardless of anything else.
That is a very good point.

Quote:
Second, no early rituals because of difficult research.
That's also a good point.
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  #216  
Old July 6th, 2009, 07:35 AM
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

Everybody please make sure to run some tests of initial expansion. Indies 9 are much stronger then default indies and could be a real problem even for elite blessed troops and SC pretenders.

I just hope everyone here is experienced enough to laugh at my post.
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  #217  
Old July 6th, 2009, 07:37 AM
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

Very generous of you, WindgedDog, to warn your future opponents of the dangers that await them
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  #218  
Old July 6th, 2009, 07:47 AM

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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

Quote:
Originally Posted by WingedDog View Post
Everybody please make sure to run some tests of initial expansion. Indies 9 are much stronger then default indies and could be a real problem even for elite blessed troops and SC pretenders.

I just hope everyone here is experienced enough to laugh at my post.
Haahahahaahh, I laugh at your post!
Yeah, indie 9 can be very crippling, some nation need unorthodox approaches with indie 9.
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  #219  
Old July 6th, 2009, 09:54 AM

rdonj rdonj is offline
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

Alright, the problem has been identified and taken care of.
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  #220  
Old July 6th, 2009, 10:11 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: YARG - Yet Another RAND Game [Uploading pretenders]

Quote:
Originally Posted by WingedDog View Post
Everybody please make sure to run some tests of initial expansion. Indies 9 are much stronger then default indies and could be a real problem even for elite blessed troops and SC pretenders.

I just hope everyone here is experienced enough to laugh at my post.
Heh, so long as I don't have to do quite as well as I would against weaker indies, I'll be ok. Then again, it may be that everyone else has expansion strategies that are robust enough that it doesn't make a difference what indie strength is, but it seems like it would have to slow people down at least a little!

In any case, yeah, testing things out is a wonderful thing.
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