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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old December 16th, 2010, 11:30 AM

DeadlyShoe DeadlyShoe is offline
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Default Re: CBM 1.7 released

... the whole point of it was that you retain economic power with gemgens, and in fact you remain almost 100% of your economic power with gemgens. Noone has any problems with a strong army forting up so that it can come out later.
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Old December 16th, 2010, 11:50 AM
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WraithLord WraithLord is offline
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Default Re: CBM 1.7 released

I don't think that's the main issue with gem gens. IMO, The main issues are:
A. invisible income -> other players don't know if you're a sheep or a wolf in sheep's skin
B. Worse: clams+wish -> economy model is broken

Last fort + strong army is a different issue in dominions root caused by defender-go-first rule.
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Old December 17th, 2010, 08:26 PM

Executor Executor is offline
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Default Re: CBM 1.7 released

I don't think the issue with gem gens is the invisible income, frankly I love that part, it's like turning off score graphs. And blood hunting doesn't show up on graphs either.

The problem is like stated above more clams more wishing part, which eventually ends up with a nation getting like 1000 free gems per turn.

Heheh, doe clams Are limited in a way, you can only forge 50 gem gens a turn.

Seriously doe, I love clams, but I consider them broken in certain games. I agree they should somehow be limited, which doesn't sound possible to be honest.

The other things that is grossly broken is invading a fort full of immortals, to be specific vampires. That just isn't possible.

It would be interesting if clams had horror mark ability, I wonder how that would affect their production..?
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