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December 17th, 2007, 05:11 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: LA R\'lyeh
I'm still trying to come to grips with 4-5 wishes PER TURN.
By my estimation thats a gem income of anywhere between 950-1150 PER TURN (assuming you are wishing for gems).
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December 17th, 2007, 05:14 PM
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Colonel
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Join Date: Dec 2006
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Re: LA R\'lyeh
Quote:
Amhazair said:
By the time R'lyeh and Ermor (and some others) combined to eliminate me I had roughly 75 clams.
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Yea everyone guessed you had 2-3x more clams than you did have...
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December 17th, 2007, 05:19 PM
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Colonel
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Join Date: Dec 2006
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Re: LA R\'lyeh
The most frustrating part of the game was knowing that LA R'lyeh was winning and not being able to convince other big powers to do something about it.
IF Dr P.s description of his wishing power was correct it proves my public assumption from early on in the game about LA R'lyeh. There was no way I (or any other single power) could win against THAT. Props to EH and to all those that mocked my dire warnings...
I told you so!!!
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December 17th, 2007, 05:22 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: LA R\'lyeh
I think I spent one wish on gems blood slaves instead, but otherwise, yeah, 4-5 wishes for gems (EDITED) per turn. I was planning to make a bunch of Armor of Souls, also figured that the communions could benefit from Rejuvenation, sending people to hell, etc.
The position was very unwieldy there are the end, I'm afraid I was not doing a terribly good job as a sub.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 17th, 2007, 05:28 PM
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Private
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Join Date: Apr 2007
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Re: LA R\'lyeh
My turn : (I know nobody care of abysia, but i was in the game ^^^^^)
With such a huge number of player, i was expected to be rushed or attacked very soon, so my main design of my nation was defensive.
I did not plan at the start a plan to win the game. Only to survive. I survived ^^ But nothing else.
I choose a F9 Phoenix immortal pretender, i began to mass produced abysian mages and gardian of the pire.
Then i made three mystakes.
First, F9 was not enough for a bless strategy with gardian of the pire. These troops are horribly expansive and need double bless.
Second, i was chocked by the horrible Age-mecanism of LA abysian mages. All very expansive mage die very quickly by ages effect and i did not plan to have grow scale to counter it.
Third, i did not plan at the beginning to use blood magic, which was in fact my unique way to prevent my mages from age effect. (boots of youth). By the time i began to used blood magic and produce these boots, i already lost many many mages.
During the game, i was sometimes attacked by neighbourgs, and always managed to repel them, but each time any other power took the provinces of my foe for himself ^^^^
LA abysia is not an easy nation !!
Stelteck ^^
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December 17th, 2007, 06:04 PM
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Sergeant
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Join Date: Oct 2004
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Re: LA R\'lyeh
Quote:
Velusion said:
I'm still trying to come to grips with 4-5 wishes PER TURN.
By my estimation thats a gem income of anywhere between 950-1150 PER TURN (assuming you are wishing for gems).
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Me, too! I was getting close to 2 wishes per turn with some help from alchemy, my blood stones and fever fetishes, which I thought was fairly decent. I was also forging a soul contract and summoning 4 Tartarians/turn, but this seems like small potatoes, now. My earlier attempt to overwrite The Forge of the Ancients also failed and I was surprised to find out that Vel's globals held up for so long. I had assumed many more gems used to cast each.
Amhazair,
I remember it was possible to cast Darkness underwater in previous versions. If I recall correctly, this was changed in a recent patch.
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December 17th, 2007, 06:12 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: LA R\'lyeh
Quote:
solo said:
[My earlier attempt to overwrite The Forge of the Ancients also failed and surprised to find out that Vel's globals held up for so long. I had assumed many more gems used to cast each.
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I was pleasantly surprised as well.
The gem producing globals simply aren't worth investing a lot of gems into... the return isn't that great unless you get lucky like I did.
Soul Gate was handy, but not really that big of a deal. The ethereal troops didn't get used much and were ineffective against SCs. I found having the tons of Lvl 1 priests pop up was better then the troops - as I could then reanimate even more.
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December 17th, 2007, 06:46 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: LA R\'lyeh
Reading the numbers you guys are throwing around in this thread is just jaw-dropping. You mention 999 gems like it is an everyday occurence! Crazy
In response to an earlier comment - I've found that a good victory condition is around 40% (territory or VP). And the number goes down the larger the game gets so you might go to 30 or 35%. I know that, on the face of it, that number sounds too low... but it really does work out pretty well.
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December 17th, 2007, 10:11 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: LA R\'lyeh
I'm an absolute believer in victory point *accumulation*.
It's somewhat hard to sell people on it because no-one understands how it works - but if you set the right value, the game goes into the end game, and then there is a climactic series of battle to decide the actual victor.
It also has the advantage that, unlike "regular" victory points, it's hard to get an ambush win relatively early (as often happens, especially if you play with Frank.)
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 18th, 2007, 06:02 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: LA R\'lyeh
Game-wise i agree with DrPret. Accumulated VP's are the best winning condition if set right. It might be difficult to guess where VP limit should be on a 62 player game .
Acc. VP's will encourage war and make long lasting treaties with weak neighbors less interesting. Something that is probably needed in a game of this scope.
Or you will have to be clear about who's servant and who's master by giving your Lord your VP lands.
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