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Graeme Dice said:
Well, the curve for fetishes was already a lot slower than that for clams. Blood stones were already a rarity for most nations, and anyone using them likely has a hammer, so the increase in cost there doesn't matter too much.
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Yes, and then you have to add in the factor that blood slaves are (generally) counted as double for purposes of gems.
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I just ran the numbers on fetishes through some calcs, and with F1N1, no hammer, and income of 5 fire gems per turn, at turn 100 you can have 139 built. You'll need to also factor in the cost of whatever is holding them. With a hammer it's 255 fetishes. At F2N2, the same numbers would be 33 and 69 respectively. That's with a huge number of fire gems alchemized into nature gems though, which might not necessarily be the case.
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Well if you want to know how I'm doing it, I went from "OMG, totally and absolutely useless" and then keep adjusting it down until I can find a sweet spot that makes them useful in a small amount (though costly) but not feasible to horde. Even though my personal opinion is that hording is a misuse of gems, I don't like the feeling of micromanagment in order to compete (like with Sabbath Slave). So I am trying in the mod to find the happy medium not only in those particular magic items but with all of them. Anything I can say I have never built before because I have something better I am looking at (but not neccesarily changing).
I guess I could ask the community if they have any that they feel this way about. Though I'm kind of reluctant to hear the flood of complaints
I will start with one though, Hunter's Knife