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Old January 3rd, 2009, 03:52 PM
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KissBlade KissBlade is offline
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Default Re: Jomon Analysis: 3.21

I'll admit, the mapmove 1 is bad. However, I don't think that's their weakness, the mages' weakness is their ENTIRE RNG factor. You can luck out and get something like an e4 or n4 shuggies, a2's etc or be stuck all day with w1n1s2 onmoyi's till you feel like quitting the game. Magic versatility comes in a few varieties. There's the mages that have a good amount of spread a la Master of Five Elements, or nations that just have different types such as Serpent cult's "recruit the path you want". Lastly you get Jomon's, roll a die and hope you get lucky. The last scenario is BY FAR the weakest one because you're essentially relying on a factor you have no control over. A game where you're able to get a2,e2,n2,w2,f2 right off the bat will play out much better than a game where you're stuck with singles the whole time.

Also to my knowledge, archae is the only player who's able to do something with Jomon. (currently leading a MP game)

Last edited by KissBlade; January 3rd, 2009 at 03:55 PM..
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Old January 3rd, 2009, 03:58 PM

MaxWilson MaxWilson is offline
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Default Re: Jomon Analysis: 3.21

Quote:
Originally Posted by KissBlade View Post
I'll admit, the mapmove 1 is bad. However, I don't think that's their weakness, the mages' weakness is their ENTIRE RNG factor. You can luck out and get something like an e4 or n4 shuggies, a2's etc or be stuck all day with w1n1s2 onmoyi's till you feel like quitting the game. Magic versatility comes in a few varieties.
Concur. Later nations like Hinnom and Ashdod with *linked* randoms are much more usable IMO than totally scattered randoms. One way to boost Jomon would be to link the randoms on the Onmoyis and Shuggies, while keeping the small 10% random as cross-path.

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