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Old March 2nd, 2005, 03:06 PM

Jurri Jurri is offline
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Default Re: Fixing PD?

Quote:
Agrajag said:
Quote:
Jurri said:
One Sauromancer costs 180g plus one province's (with castle and lab) allotment of commanders per turn, 20 PD costs 210g... The sauromancer will lose against many nations' PDs and beat some others, so it sounds about right cost-wise.
But when you buy 20 PD you will get much more than only one sauromancer, you get 20 units and two priests and a commander, which together cost much less than 210 gold, and the PD version doesnt cost upkeep or requires supplies!
Ummm, I just wanted to comment on Panther's gripe about sauromancers beating PDs on their own. In fact the exact opposite you read me to mean That is to say, I don't think it's too terrible that a 180g sauromancer can beat a 210g Province Defense by himself, so perhaps no radical changes are necessary.
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Old March 2nd, 2005, 03:22 PM

The Panther The Panther is offline
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Default Re: Fixing PD?

Ah, but the sauromancer can move around, haul armies, cast rituals, research and is quite versatile. The PD just sits there doing nothing, waiting to be slaughtered by practically anything. Doesn't every single C'tis player build another sauromancer rather than 20 PD in most situations? The only true benefit of PD is to catch enemy spies if it can and help stop the hawk or wolf spell.


That is definitely a good point above made by Frank about making it hard to seige people if PD got too good. I once attacked an enemy who had 116 PD in a province, unbeknownst to me. My meager army of a couple of mages with maybe 20 devils and some random vine ogres and other Abysian infantry killed well over half of that huge PD before I lost everything. Had the enemy routed, I even could have won the battle with my smallish army. And that was over 8K gold he invested in that much PD.

PD certainly cannot slow invaders like watch towers can, which is why people usually spam towers and not PD.
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