.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #18  
Old January 10th, 2004, 06:08 AM

Guest
 
Posts: n/a
Default Re: Game balance suggestions.

You don't let key parts of your empire growth and maintainance (and domination) falter because of it.

The reason for the clam strategy is you can Wish every other turn by turn 40.

If you Last that long, guess what? It's hard for other nations to cope with a Wish every other turn (or every turn, depending on your other gem incomes).

The clams pay for themselves by turn 25, making 2 clams a turn I believe, I broke it down to Sunray and I don't remember the exact numbers. Not quite 100 Clams by turn 40, but 75 is more than possible.

The potential should be obvious.

Whether or not you consider it cost effective is whether or not the game allows you to do it and you arn't desperate for gems to maintain your growth.

And if you really want to, your first wish can be for gems.

Edit: Yes this strategy does have weaknesses. As should be apparent, but the application of it has worked more often than not.

[ January 10, 2004, 04:09: Message edited by: Zen ]
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:57 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.