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View Poll Results: Is clam-spamming too powerful?
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Yes, always, the astral gems are too damn good, especailly at the current price!
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4 |
4.55% |
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Yes, but only in long games.
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29 |
32.95% |
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Yes, but only sometimes, e.g. for patala, who also get easy hammers, or with wish, or alteration sites etc etc.
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5 |
5.68% |
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They're about right, and shouldn't be changed.
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29 |
32.95% |
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No, their utility is balanced by the research investment/cost in mage time/gem cost or whatever, especially if you want to wish (or other high level spell-spam.)
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16 |
18.18% |
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No, they're no longer worth the investment/bother, especailly now tha I need nature/water mages to get them.
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5 |
5.68% |
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September 14th, 2007, 11:00 PM
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Sergeant
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Join Date: Mar 2006
Location: Germantown, Wisconsin, USA
Posts: 290
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Re: Poll: Is Clam Hording Too Good?
Quote:
quantum_mechani said:
Quote:
Salamander8 said:
Slave Mages do have a shot at 1N but it's one chance of 4 possibilities from their random pick. If they do get 1N from their random pick, they will still need a +1 water item or empowerment to be able to make clams in the stock game.
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This is a rather negligible difficulty, barring extreme misfortune in randoms.
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While not exactly difficult it's not negligible either. It's 1 in 4 of a random pick and then you still need to also get +1W on top of that 1N as they only have 2W. And I've had it up to 10 slave mages in a game with zero N before.
And I wanted to place more stress on the fact that you have to pay even more gems upfront to get clammers rather than any actual difficulty.
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September 14th, 2007, 11:31 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
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Re: Poll: Is Clam Hording Too Good?
Here is a suggestion, replace the Clam item with a "Summonable Clam" unit which produces one astral per turn.
It can be placed in the construction tree with the same W3N1 requirements.
This way, you can add another variable to it, its upkeep cost. It would also make the the "Clam" unit vulnerable to assassination spells. It can be made immobile, feebleminded, vulnerable to fire, cold, lightning, poison, etc. Maybe even add the cause misfortune attribute if there is one.
The big thing would be the upkeep cost. If the upkeep cost is say 40 gold per turn, that would certainly restrict the magnitude of clam hoarding.
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September 14th, 2007, 11:51 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: Poll: Is Clam Hording Too Good?
Ideas not bad, but I think 40g (600 base) is too high per, possibly 10 (150) - 15ish(225).
It would reduce the effectiveness of, or at least add to the idea of carrying gem producers with an army. Scouts etc with gems would still work though.
If going that route, could also give it a moderate chunk of HP (20ish), keep it mobile and very vanilla but give it disease, 2 move, terrible stats and possibly afflictions.
heck, just increase the naiad cost a bit and give it the enchantress' gem producers ability. Make it cost a good bundle (40-45ish) but give a useful unit added utility. Take longer to pay back the investment, but in the meantime you get 3W3N that you might need anyway. If someone wants to make 100 of em, go nuts. Not really a great idea, as I still think the first 10-15 clam-type effects shouldn't incur a real penalty.
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September 15th, 2007, 12:12 AM
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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: Poll: Is Clam Hording Too Good?
Empowering a shaman to clam once you hit construction 6 is only 85W, plus another 35 for a Naiad after that (for 2/turn), or 10 clams worth of water gems. After that everyone's able to forge them. While a 10 pearl/turn advantage is really nice it's hardly game-breaking. That's also a worst-case scenario as far as finding indy mages or access to Naiads goes, especially since enchantresses are fairly common. The clamming nations also get a slight bump in early-game production, but non-clam nations can make that up by casting a gem global with their stocked gems once the research is available to do so. Again, an advantage for the clammers, but not one that's broken compared to other game options, especially considering how lousy water magic is. If your nationals have W they're giving up some other path that's more useful in other areas.
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September 15th, 2007, 12:46 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
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Re: Poll: Is Clam Hording Too Good?
The issue is they are unbalancing when being made at 2-3 a turn and start to number well over a hundred, amounting to a free wish every turn.
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September 15th, 2007, 12:49 AM
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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: Poll: Is Clam Hording Too Good?
Yes, my point was that by the time that happens any nation can have 90 clams, compared to the 100 that a naturally-clamming nation can have. Not a big deal.
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September 15th, 2007, 12:52 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Poll: Is Clam Hording Too Good?
Not everyone wants to clam though. Personally I find it boring. And i do not like to see any one strategy as necessary to win a game.
And not every race can use the astral gems. It takes s9 to wish.
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