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Xietor said:
I think i would rather lose, flying my gorgon around and leading armies with banelords etc, then to micromanage some mages to generate pearls.
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There's essentially no micromanagement. You build a few per turn, and put them on one of your researchers that don't already have one. You then press the pool astral pearls button once a turn.
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ideally, i would like to see the number of such gem producing items limited to a few per race.
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Let's not further neuter magic if we can avoid it. It's a strategy that only works under a very specific set of circumstances, which is why I've brought it up in both of these threads related to winning massive long-term games.
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Clam generation also minimizes the importance of some pretenders that generate gems, global spells that generate gems, and actually hunting for gems with spells.
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It does no such thing. The better your gem income, the faster you can build clams. A water gem income of 1 per turn is 15 times slower to start than a water gem income of 15.
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I realize that making clams is a valid strategy, but it is one, for the sake of fun, i would like to see nerfed. Tlk about a buzz kill.
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The two game settings where I've discussed clams in the past week are already kind of a "buzzkill". It's also already been seriously nerfed to the point where you need on the order of 50 turns or more before you start to turn a profit. They are set on huge maps where you won't see any serious opposition for 20 turns or more. People will be dropping out of these games constantly.