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September 14th, 2004, 01:13 AM
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Sergeant
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Join Date: Feb 2004
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Re: Are devils worth 7 blood each?
If one nation gets left alone until turn 60 while everyone expends resources fighting, they will be way ahead anyway. Whether it is that they have the prime artifacts, the unique summons (since theirs aren't dying off), they have castled (having nothing else to do with gold), they have set up the hard to get to spells (wishing, tartarians, etc.), they have taken all the indies and the CC'd player territories, searched their sites more thoroughly, have more mages because they didn't die off, have more gems because they weren't lost in battle, have better provinces because they weren't raided/pillaged, you name it.
As far as eliminating strategies, this might lead to a more balanced game because it is much easier to balance simplicity and the more strategies you eliminate, the simpler the game is. And a fine, balanced, simple game is quite fine and enjoyable at times...I just don't think that's why most people like Dom2. No offense but getting rid of strategies entirely is, imo, not a good idea.
- Kel
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September 14th, 2004, 01:48 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Are devils worth 7 blood each?
Quote:
Kel said:
No offense but getting rid of strategies entirely is, imo, not a good idea.
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Right. There's a word for what it'd make the game: BORING.
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September 14th, 2004, 02:59 AM
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Sergeant
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Join Date: Feb 2004
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Re: Are devils worth 7 blood each?
Quote:
Kel said:
If one nation gets left alone until turn 60 while everyone expends resources fighting, they will be way ahead anyway.
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No way. If you've gone 60 turns without attacking anyone, you're most likely irrelevant. You're going to lose to the two or three other nations that have been taking all the land and are three times as large as you are. Unless you're playing with newbies or on a HUGE map, or some other strange setting.
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September 14th, 2004, 03:41 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Are devils worth 7 blood each?
Quote:
Yossar said:
Quote:
Kel said:
If one nation gets left alone until turn 60 while everyone expends resources fighting, they will be way ahead anyway.
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No way. If you've gone 60 turns without attacking anyone, you're most likely irrelevant. You're going to lose to the two or three other nations that have been taking all the land and are three times as large as you are. Unless you're playing with newbies or on a HUGE map, or some other strange setting.
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Not necessarily. Posit a small map - 80 provinces, 6 nations. If one nation acquires 10 provinces - less than average - but isn't fighting until turn 60, it's quite possibly ahead of the game. Another nation might have 20 provinces - but has spent most of its gold, and gems, on troops and magic items which are dead and gone.
Others have 5-15, say. The nation that has built its strength undisturbed is almost certainly better than those others, even the ones with 15.
I'm half in agreement with you - the way the game is, land is power. If you have 20 provinces to my 10, all other things being equal, you're likely going to win.
Clams, fetishes, etc, are simply a mechanism whereby a nation with less territory can attempt to balance the scales. The conqueror is using her gems to forge weapons and summon monsters; the lurker is saving those gems to use in major spells, major forgings, and also possibly using the gems as an investment instead of spending them right away.
Both strategies (in a hundred flavors, including Spam) can work. And as Arryn and Kel both said - getting rid of strategies is a bad thing, makes the game boring. If this wasn't the case, we could all play Chinese Checkers, with the understanding that the winner was Dog. 
__________________
Wormwood and wine, and the bitter taste of ashes.
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September 14th, 2004, 10:28 AM
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Sergeant
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Join Date: Feb 2004
Posts: 320
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Re: Are devils worth 7 blood each?
Quote:
Yossar said:
No way. If you've gone 60 turns without attacking anyone, you're most likely irrelevant. You're going to lose to the two or three other nations that have been taking all the land and are three times as large as you are. Unless you're playing with newbies or on a HUGE map, or some other strange setting.
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Well, most MP games...well, let me rephrase, most MP games that start here, *are* huge maps so maybe my experience is tainted by that. However, even without a huge map, you still have a lot of situations where you pick up land without being 'disturbed' by other players. Aside from the fact that you can clean up every indie province, you can also clean up territories from players who get thrashed and go computer control next to you. Heck, even if they don't go CC, you can still take a bunch of territory from them. On top of that, your territory will be substantially better than theirs, pound for pound, as yours will be more thoroughly site searched, castled and unpillaged.
Start a game with 3 people. Let the first two go to war while the third just takes indies and builds power. It's not a sure bet but my money is on the third guy.
- Kel
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