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September 17th, 2009, 06:30 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Template for reducing late game MM hell
Please, your comparisons to other items don't hold up. Most of them need to be *risked in combat* to be useful, meaning the attacker gets a crack at taking them out any time they're actually used. Boosters and the like for rituals are an exception, of course, but those generally take up a minor fraction of a nation's forging, and aren't nearly as useful to duplicate en masse, hence shipping them to an ally is much less unbalancing. Clams of course never want to see a battlefield and have *increasing* returns as you leverage wishes to make more of the things.
Additionally, if you ship off items that don't yield gems eventually the income of the provinces that were conquered WILL catch up in favor of the player that's actually attacking, making the attack worthwhile as at least a longterm investment. With gem items you can simply eclipse the value of the territory altogether.
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