Quote:
Originally Posted by Illuminated One
Quote:
Originally Posted by The Demon
When you say NAP do you mean NAP for the whole map? And if so what purpose would it serve?
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I think as the game focuses on magic a short NAP will give the noobs time to research something before Hinnom/Niefel stomps over their defenseless troops.
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Sure, it will give time for research, but it will also mean the vets will snap up all the indies quicker than you can blink if they aren't pressured early. A 10 turn NAP will basically eliminate the noob's numbers advantage. It's not like research will be faster or slower with an NAP in effect, and it's pretty much impossible to kill someone in the first 10 turns, so a 10-turn research counter can be reached no matter what the NAP conditions are.
I mean, I'll play under a 10 turn NAP without complaints, but enact one at your peril.