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Old April 18th, 2012, 09:59 AM

llamabeast llamabeast is offline
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Default Re: Blood stones and MR

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Look, if people want to act elitist, I'll happily play that game.
I hope that wasn't directed at me, because I spent quite a bit of time trying to give a good concise explanation when I could have just suggested you read the CBM1.6 thread where there are many many pages on this debate.

I know reading Calahan's post will probably make you feel aggravated (Calahan: people are less likely to read what you say when you insult them at the same time), but his points are valid. There was enormous resistance to removing clams, because people liked them. However eventually everyone got so tired of games with players having hundreds of clams that most people agreed.

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Claims of hundred of clams are patently ridiculous except in those rare instances where every nation turtles...In a game like that, Clams are not the problem.

...And all this somehow puts the nation that invest in research, thugs and SC's instead of clams, at a distinct disadvantage? I do not think so.
If you're accusing us of lying, then that's quite annoying to be honest. There's no motivation for us to do that. Games with hundreds of clams were common. Why do you think we modded them out if they were actually fine? It would have been much easier not to.

You're right about the 16 turn payback time or whatever (off the top of my head I think it's 14 but never mind). However a mid-sized game can easily reach turn 80, and the exponential nature of the clam process makes it easy to get to the hundred(s) of clam point by that time. Once you've got 30-odd clams you can fund another clam per turn just by alchemizing your pearls. If you get Wish then you can make another clam for every 14-odd clams you have. So once you have about 40 clams and Wish, you can make 3 clams per turn just from clam income. Compound interest at nearly 10% PER TURN racks up crazy fast.
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Old April 18th, 2012, 11:53 AM

Calahan Calahan is offline
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Default Re: Blood stones and MR

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Originally Posted by llamabeast View Post
(Calahan: people are less likely to read what you say when you insult them at the same time)
But my posts are never meant to be read, as they are meant to be framed and worshipped for posterity

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Originally Posted by llamabeast View Post
You're right about the 16 turn payback time or whatever (off the top of my head I think it's 14 but never mind).
Clams are 7 turns due to the Wish mechanics, where 1 pearl = 2 gems. Hence Clams being exactly twice as good as other gem gens.

People thinking it's 14 turns is what starts making them think gem gens are less powerful than they really are. (and if someone doesn't understand the Wish mechanics then once again their opinion on gem gens is instantly rendered meaningless)
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Old April 18th, 2012, 12:09 PM

TigerBlood TigerBlood is offline
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Default Re: Blood stones and MR

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Originally Posted by Calahan View Post
People thinking it's 14 turns is what starts making them think gem gens are less powerful than they really are. (and if someone doesn't understand the Wish mechanics then once again their opinion on gem gens is instantly rendered meaningless)
In the lands of the Turtle Gods, games don't officially start until everyone has Alt 9 researched and an S9 caster.

Lets be clear. 20 gems spent on turn 1. turn 2, you get 1 gem. Turn 21 you recoup your costs. Turn 22+ you make a profit.

Cost reduction items, boosters and specialised summons modify these cost accordingly. They do not modify them downward unless you are using the same cost recuction item exclusively for a significant amount of time.

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Originally Posted by Executor
BTW around turn 60 I'd say. The forging of 50 clams I mean.
Sure thing. You can probably do better if you really applied yourself. All the players sit in the corner and have a race to see who can get to 50 clams first. Send me pictures.

Last edited by TigerBlood; April 18th, 2012 at 12:21 PM..
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