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View Poll Results: Am I already screwed if I do not get access to sages?
Yes! (See my reasons posted above...) 6 30.00%
No! (See my reasons posted above...) 14 70.00%
Voters: 20. You may not vote on this poll

 
 
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Old February 17th, 2005, 10:28 AM
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Chazar Chazar is offline
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Default Re: Why are Sages fair? Opinions wanted!

Very nice discussion! I now think that sages are a huge advantage, but not in a life-and-death sense (I guess I just exaggerated a bit ).

I also realize that their gold/research ratio is indeed ok, but it is really their quick availability which bugs me. (Because I am convinced now that Lore Masters are ok.) Having them earlier will allow a nation to jump ahead way too quickly...especially in small-map games...since they can be built so quick!

However, changing them to a total 3 RP and 30 gold cost as I proposed earlier might be a bad idea either: the magic scale would then have a much larger impact on sages (drain3 rendering them usesless while magic 3 doubles their effectivity). I cannot decide whether this is good or a bad...??? (Opinions?)
(I do not know if it is possible to make them drain immune, but I guess this would be too much of a boost either...)
(Maybe 4RP/50GP could be a compromise, but might be too similar to Philosophers.)

---

Another option which came to my mind could be leaving their research bonus and cold cost alone, but adding a resource cost of, say, 40 points. It might not be too thematic (you really need a lot of wood in order to produce all those thick books such a nasty sage uses up, you know... ), but it might serve its purpose: Without a proper fortress, one could only produce a sage every other turn. Building a fortress would then snatch away resources from somewhere else, so it is a decision that one has to think about it (unlike now, where capturing a library means building a lab immediately! Miasmas excluded...).

Does this make any sense to anybody else? Why would you consider to take part or not in a game with one of the above depicted mods in place?
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