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August 20th, 2011, 12:40 PM
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First Lieutenant
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Join Date: Apr 2007
Posts: 678
Thanks: 67
Thanked 19 Times in 17 Posts
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Re: Aridia- LA game for intermediate players, now recruiting
Quote:
Originally Posted by Groundworm
Welcome aboard, tratorix.
Renaming on is fine.
I'm ok with increasing magic site frequency a little bit, but my recent games (Faithless excluded) have been with very high site frequency (50+). I've found that this adds significantly to the power level and micromanagement of the game, while adding relatively little to the entertainment value. I'd be ok with 40, I'm a little more reluctant to go as high as 45 but could be convinced if the majority are in favor of. Let me know what you think.
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I stand with you, if you let me in.
For the reasons... well less is more in some weird way here. I used to play a lot of SP games with fast research and high site F, but eventually found that annoying.
Lots of micro in the end, with zero to none satisfaction from it.
Nowadays I favor having slow research, 40-45 site frequency, because it in a way engages the player more. It forces the player to make sophisticated decisions how to effectively distribute the scarce resourses and forces him/her to make use of more primitive spells too, because they need love also. Lower lvl spells make the difference when every1 is forced to use lower level stuff, therefore the brightest mind prevails. More thinking and playing, less random factors such as who is gonna be the researcher left alone long enough to march out the big guns in large numbers first.
But if allowed at all, I play it anyhow.
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August 21st, 2011, 02:29 AM
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Private
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Join Date: May 2009
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Aridia- LA game for intermediate players, now recruiting
Quote:
Originally Posted by Anaconda
Quote:
Originally Posted by Groundworm
Welcome aboard, tratorix.
Renaming on is fine.
I'm ok with increasing magic site frequency a little bit, but my recent games (Faithless excluded) have been with very high site frequency (50+). I've found that this adds significantly to the power level and micromanagement of the game, while adding relatively little to the entertainment value. I'd be ok with 40, I'm a little more reluctant to go as high as 45 but could be convinced if the majority are in favor of. Let me know what you think.
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I stand with you, if you let me in.
For the reasons... well less is more in some weird way here. I used to play a lot of SP games with fast research and high site F, but eventually found that annoying.
Lots of micro in the end, with zero to none satisfaction from it.
Nowadays I favor having slow research, 40-45 site frequency, because it in a way engages the player more. It forces the player to make sophisticated decisions how to effectively distribute the scarce resourses and forces him/her to make use of more primitive spells too, because they need love also. Lower lvl spells make the difference when every1 is forced to use lower level stuff, therefore the brightest mind prevails. More thinking and playing, less random factors such as who is gonna be the researcher left alone long enough to march out the big guns in large numbers first.
But if allowed at all, I play it anyhow.
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Here's my counter point to this. There are two major issues with low magic sites, and indeed the CBM gem gen changes, particularly the lack of clams: they make Blood much more powerful since you can't counter/compete with it with big Astral spam and they make caster nations a lot tougher to play. The usefulness of any bless is also considerably increased, which is a good or bad thing depending on how long in the game you think sacred recruitables should be a major force.
As for low research, the problem is that some nations desperately need a certain research goal. Patala for instance NEEDS Alt 3 by the end of year 1 to actually a) defeat rushes and b) expand in a not crippled manner. LA Utgard with a decent bless doesn't have this issue, for instance.
This, of course doesn't mean I have a major issue with doing a rare gem site game(slow research would be another thing :P) even playing a gem hungry nation.
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August 21st, 2011, 12:04 PM
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Sergeant
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Join Date: Oct 2003
Posts: 286
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Thanked 2 Times in 2 Posts
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Re: Aridia- LA game for intermediate players, now recruiting
Quote:
Originally Posted by Sil
Here's my counter point to this. There are two major issues with low magic sites, and indeed the CBM gem gen changes, particularly the lack of clams: they make Blood much more powerful since you can't counter/compete with it with big Astral spam and they make caster nations a lot tougher to play. The usefulness of any bless is also considerably increased, which is a good or bad thing depending on how long in the game you think sacred recruitables should be a major force.
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I always felt that the Gem Generators warped long games. Blood, while powerful, has a constant cost. You are giving up gold from the province and research from the hunters. After a one time payment for a clam or blood stone, they are all profit with no real limit to how many you can ultimately collect. Blood income is also a lot more vulnerable than clams. You can raid, assassinate, or conquer blood hunting provinces but a clam hoarder can maintain a 50 astral income even if he is reduced to just his capital.
Last edited by Catquiet; August 21st, 2011 at 12:13 PM..
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August 23rd, 2011, 03:12 AM
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Second Lieutenant
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Join Date: Apr 2010
Posts: 415
Thanks: 13
Thanked 3 Times in 3 Posts
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Re: Aridia- LA game for intermediate players
I tend to agree with Catquiet. In addition to his points, there's also the fact that the most recent version of CBM effectively eliminates SDRs. This admittedly is a semi-biased fix, as it affects blood nations disproportionately- Lanka and Vanheim, for instance, are hit much harder than Niefelheim.
As for certain nations needing to meet research goals, I don't advocate slow research (though I've never actually tried altered research settings), and altering site frequency doesn't effect researching at all. To address your specific point, Sil, I would argue that Patala needing Alt 3 by the end of year 1 to counter rushes is fine, but if you're waiting until the end of year 1 to expand in a not crippled manner, you're already way too late to join the party.
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August 23rd, 2011, 03:19 AM
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Second Lieutenant
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Join Date: Apr 2010
Posts: 415
Thanks: 13
Thanked 3 Times in 3 Posts
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Re: Aridia- LA game for intermediate players
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