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November 2nd, 2005, 12:50 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Max Forge Bonus
I agree that hoarding depends on the map size.
Unfortunately for me it's most prominent in large maps, which happen to be my favorites both for SP and MP.
Hoarding can be done by most nations, I don't think it's only limited to Ulm. And for the long run it's worth it even with zero forge bonus.
My experience from MP is that saving water, fire and earth (blood) gems exclusively for hoarding pays off. Now I don't like this, but since it's so effective and everyone else is probably doing the same I don't have much choice.
This can be solved by house rules for limiting hoarding, I just think that enforcing those rules through the game would be much better.
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November 2nd, 2005, 01:52 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Max Forge Bonus
The second paragraph was rather generally asking for the maximal forge bonus attainable in a real MP game...but I geuess it is an unsound question anyway...
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I still fail to understand why some people prefer huge maps (which, for me, means anything above 25 provinces per participating player)? Of course, it is a good thing that everyone plays as they like, but I am curious and just want to understand it: What is the idea behind choosing maps that are so large?
- If I prefer endgame magic, I can choose easy research...
- If I prefer endless magical supplies, I increase the magic site frequency...
- If I want abundance of resources, I use the 'rich world setting'...
So what's left? More room for long-term strategic maneuvers due to slow moving troops? No, because long-run games feature all those fast moving SCs or army-teleporting spells, making 1-province movers almost obsolete. So maybe the benefit lies in the distance between players, similar to what Atlantis (the hoarder per se), Ryleh and Oceania achieve: the safety to implement a long-term plan. Is this so? Do big maps simply allow peaceful buildups?
I mean, I do understand that people like it to build-up things. If one has a grand scheme then one also wants enough time & peace to implement it. Getting a good plan foiled by a fellow player is certainly one of the most unpleasant experiences, right? If I play Caelum, I try my best diplomatics to make sure that I am left alone as long as possible to boost my research, but usually my enemies wont allow this. But isnt this the point of a strategy game, to know when ones time is right to reach out and grasp the world? Isnt it the essence of strategy to anticipate and thwart each others plans?
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November 2nd, 2005, 03:59 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Max Forge Bonus
I'm with Chazar on this one. Since the micromanagement of dom2 is already significant I am loathe to increase it with a large map. As for getting the chance to try large-scale long term strats - I only allow myself that luxury as a reward for having successfully survived The Winnowing (what I refer to the first one or two rounds of wars in a game) by politics or force.
Dont get me wrong, I'm not saying that ppl shouldnt play on large maps. Just that I am right along with Chazar in my confusion over why people choose it.
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November 2nd, 2005, 06:19 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Max Forge Bonus
And it's funny listening to some of the players who once loved huge maps when they turn around and say they dread their turns, are starting to hate Dom2, etc, all because of a couple Faerun or World map games. 
__________________
Wormwood and wine, and the bitter taste of ashes.
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November 2nd, 2005, 06:32 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Max Forge Bonus
I'm not sure why I prefer large maps.
Maybe it's the sense of attachment to the virual empire or the epic feeling the works for me.
Its the same for me in all strat games. Can't help it doc. *** sob ***

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November 4th, 2005, 12:18 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Max Forge Bonus
I am surprised that the main problem why large maps are unplayable has not even yet been mentioned:
The low unit limit!
I once tested it and iirc even Indy troops count towards it.
The unitlimit is only 32k-something.
This limit can even be too small for medium-sized games like on the cradle map but there the risk is really low.
On Faerun though it is very high.
If one of those Nations/Themes does well it is dangerous:
1. Ermor AE
2. Mictlan Blood heavy + using lots of slaves for patrolling
3. Pan CW/ Pan with Maenads
4. Ctis Dtombs
5. Ulm BF relying on Vampire counts
If Ermor AE controls e.g. 100-150 Provinces on Faerun (which is only 1/4-1/3 of the map) it should get at least 1000 freespawns per turn.
You see how easy they alone can exceed the unit limit
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November 4th, 2005, 03:57 PM
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Colonel
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Join Date: Aug 2005
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Re: Max Forge Bonus
and what if someone decides to use that nation replacement mod and then you get multiple undead ermors 
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November 4th, 2005, 04:13 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Max Forge Bonus
I don't think the unit size limit is too bad, but I have never played Faerun with Ermor in a leading position... It is mostly a question of playstyle IMO, however, technical things shouldn't limit those.
re  tion replacement mod
Unfortunately, I couldn't make that. No special effects of dominion, or any nation-spesific special qualities, can be changed. This includes undead spawning, ability or requirent for Blood Sacrifice, halved temple/lab prices, Constriction, spawning of R'lyeh freaks, etc. Starting summons and heat preference can be changed, but other than that, most abilities can't be modded.
In Dominions III most of these abilities become moddable.
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