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February 1st, 2007, 03:08 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Accelerated Start Discussion Complete
So, I'm thinking about starting a game up with the premise of "Accelerated Starting". My thoughts for it are this:
Map would have 15 provs/player
Players start with 9provs each
Gold & Resources: 150%
Gems: max (75 i think?)
Research: Easy
And in addition to these things, the map file would be modded to give each player 10 sages in thier capital, as a free research-base crew.
I was also considering putting a rule in place where you couldnt attack another player for 3 turns, so that magical nations would have some time to build thier uber mages.
What do you all think?
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February 1st, 2007, 06:03 PM
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Corporal
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Join Date: Oct 2006
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Re: New Game: Accelerated Start [ DISCUSS ]
I think that the sages would be a bit much; why not just allow the Easy Research to take effect?
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February 1st, 2007, 07:26 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: New Game: Accelerated Start [ DISCUSS ]
The reason I wanted to have the sages was to simulate the research-base that a player would have at that level of advancement in the game. Like in a normal game, by the time a player had conquered 9 provinces, they would be on turn 6-8. And as a result they would have that many mages able to do research. I suppose that 10 might be a tad too much but it seemed like a nice round number
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February 1st, 2007, 10:01 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
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Re: New Game: Accelerated Start [ DISCUSS ]
And that's assuming successfully taking a new province each turn with no buildup, or no saving. I think starting with 9 provinces imo is more like turn 12-14, depending on layout/cash. I'd usually be at around 7-9 mages by that point, although I might have 1 or 2 floating with the army depending on path.
I like the idea, although you might need to do forced start locs or is the game smart enough to buffer capitals?
I take that back, i love the idea
Might also work well with one of the pre-fabbed maps with nation separators and a DMZ... but the map would be a pain to create.
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February 1st, 2007, 10:36 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
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Re: New Game: Accelerated Start [ DISCUSS ]
Just blitz the first 15 turns
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February 2nd, 2007, 12:41 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: New Game: Accelerated Start [ DISCUSS ]
Heheheh, not a bad idea. But when you get more than a handful of player that becomes impossible. Especially when you start crossing timezone boundaries
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February 2nd, 2007, 03:54 AM
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Major
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Join Date: Sep 2005
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Re: New Game: Accelerated Start [ DISCUSS ]
jutetrea, if it takes 14 turns for you to get 9 provinces you should work on your strat a little.
I allways play around in single player and if I can't take slightly more then one province a turn I revamp my strat.
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February 2nd, 2007, 04:31 AM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
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Re: New Game: Accelerated Start [ DISCUSS ]
no worries, pure noob here only had the game for about a week - only played demo nations and nilf, and 1 sauro (which i like). All EA.
I generally poke at ones I'm sure of winning till i get the dominating force then go romping. Works fine in SP, just started a few MP games so I can see how it changes.
Are you using a melee god? Even so, I'm leery of sending in my starting force + god vs 70-90 indys without reinforcing first.
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February 2nd, 2007, 04:42 AM
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Major
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Join Date: Jan 2006
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Re: New Game: Accelerated Start [ DISCUSS ]
Ooh finally, something to join ~_^.
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February 2nd, 2007, 03:29 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: New Game: Accelerated Start [ DISCUSS ]
You interested Kiss? Response seems to be lukewarm to this idea but no one is really posing alternates. I wonder if I should just post the game itself and see if people will get more excited about that.
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