Quote:
Originally Posted by MaxWilson
Let me see if I'm understanding your point correctly: 4X games typically have Explore, Expand, Exploit, and Exterminate phases. Dominions has a more limited set of options for Exploit than MOM or MOO/MOO2.
1.) Site-search (costs mage time and/or gems, may permanently increase the gem-production of that province)
2.) Build forts (increases resource and gold output of that province, allows recruitment of national units)
2b.) Build labs/temples (may be necessary to allow you to exploit certain indy pop types and/or sites)
3.) Forge gem-generators
I think you're arguing that the options available to Exploit are so limited that eliminating #3 cripples the Exploit phase to the point where it's not really worth playing as a 4X game. Is that right?
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Well, not exactly, although along these lines.
I think with large maps and an extremely long timeframe it should contain 4X mechanics, but it really lacks in the exploit field (but I don't think gem gens as they are now are a good replacement) - and just relying on the castles and sitesearching (I don't care so much about terminology but I'd see them as explore personally) it's better to play it as a pure "duel" game imo.
Even if your wannabe god is completely uninterested in building or shaping his empire - your gem income/magic access has a great effect on your battles. Like you're not going to use much earth magic with 5 e gems income total and many nations are just not flexible enough to really cope.
Well about castles I think the general consensus is just to build the cheapest researcher factory possible. 400 gold are much early on, but +30 gold after turn 50 isn't really much when 50 gem scs are running around.