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August 20th, 2007, 01:41 PM
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Re: Tragic poor pretender design is limiting MA Va
Your logic is flawed, if I understand you're saying the Vans are too powerful because they're too expensive? (I'm just teasing, what you really mean is that Vanheim is even more powerful than people already think) Aren't vans cap only now though? Even with a ridiculous bless 3 vans aren't gonna go far alone, and 6 have to be careful who they pick a fight with...so you're looking at a real expansion/raiding force once every 2-3 turns? I find this is the real number I look at for very early game - how often can I send out a force capable of taking out most indies, and how long until I can set up a second recruitment location (not for a long time if you're initially based on cap only recruits)? If you plan on riding on the Van's strength taking a 3 dominion seems suboptimal - I'm hardly a Vanheim player but seems much better to have 5-6 vans per turn than an extra minor earth bless. Reducing the number of vans is not the way to go if you're worried about fatigue buildup, and it seems outside of resource constraints that with a rapid expansion it's not difficult to get the gold income to field that many per turn very rapidly.
I also don't personally believe the common wisdom that whoever has the most provinces also has the most gold, gems, and research. Most every game I've played the most aggressive expanders in province count initially fall well behind in research (they're buying expansion parties rather than researchers), gems (site searching gets put off in favor of expansion), and gold (often poor scales to support the rush/rapid expansion). Because of the compounding nature of research/site searching and the fact that successful rushing/rapid expansion often breeds *more* resources put towards expansion it can be well into mid game before the inherent advantage of holding more territories can catch back up compared to somebody with good researchers, good scales and a modest expansion - and that's assuming you can hold all that territory with no problems (rapid expansion tends to breed enemies quickly).
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August 20th, 2007, 03:02 PM
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Re: Tragic poor pretender design is limiting MA Va
You raise two good points. Kristoffer O also pointed out that Shadow Vestals had been raised to 35 gold per unit. However, it is relatively hard for an early game player to put in more than 300 gold per turn into units... That gives new numbers for "resources invested":
Vanheim Pretender Dom 4:
Maximum capital invested in Van per turn:
75 gold/16 resources per unit (x) 4 units per turn:
300 gold/64 resources maximum investment in sacreds per turn without temples.
Ermor Pretender Dom 6:
Maximum capital invested in Shadow Vestals per turn:
35 gold/3 resources per unit (x) 6 units per turn
210 gold/18 resources maximum investment in sacreds per turn without temples.
Not nearly as bad, but you can still see that Vanheim has a significant edge. And I limited Dom to get an Earth 4 Reinvigoration Bless. This even more "super-stacks" the Van very early game. However, if you say this "isn't optimal" I'll agree... I didn't really crunch the numbers, it was more to show that Vanheim gets ALOT more bang per each point of Dominion than other races. Combined with an easy switch from expansion to raiding is what gives it such rush power.
The reason why I stressed the possibility of Van Sacred's becoming exhausted is lowering the number of Van's recruitable WILL heavily increase their fatigue problem. This means that it is important to avoid over-nerfing them.
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August 20th, 2007, 03:25 PM
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Re: Tragic poor pretender design is limiting MA Va
Is this what you are saying:
1) Vanir are very good units, and worth their high cost.
2) Due to being so good, Vanir cost more gold than many other sacreds.
3) Because of this, Vanheim gets away with much lower dominion when bless-rushing. They can't afford more than 3-6 Vanir any way, and each of these can go toe-to-toe with other sacreds of about the same cost.
4) Thanks to low dominion requirement and ability to take sloth (Vanir have low res cost), death (no old age), cold (preferred cold 1, due to seasonal change cold 2 doesn't hurt much more than cold 1) they can afford better pretender, that helps them even further.
That's how I understood it. Quite clever. We all know that Vanheim is good, though. I'd rather see a good explanation, AND a good solution, for sacred units with high resource cost.
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August 20th, 2007, 03:33 PM
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Re: Tragic poor pretender design is limiting MA Va
Hey I would just like to say that getting dominion killed with dom 4 is quite possible when fighting against someone with an awake pretender, who has Dom 9 or 10.
Jazzepi
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August 20th, 2007, 03:48 PM
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Re: Tragic poor pretender design is limiting MA Va
Quote:
Jazzepi said:
Hey I would just like to say that getting dominion killed with dom 4 is quite possible when fighting against someone with an awake pretender, who has Dom 9 or 10.
Jazzepi
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This is very true, I don't believe I have ever took less than 5 dominion myself ever.
Also you leave yourself very vulnerable to getting negative scales pushing into your lands, which is very hard to get rid of with a low dominion of 3 or such.
I have been the victim of someone elses misfortune-3 or death-3 and its no fun. Especially when you took turmoil-3, luck-3. The evil game engine conspires to put turmoil-3 misfortune-3 in all your border provinces. Very, very unpleasent...
The clue is in the name of the game Dominions, ignore it at your peril...dominion death is rare but not unheard of.
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August 20th, 2007, 03:59 PM
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Re: Tragic poor pretender design is limiting MA Va
I'll have to post some screen shots of this exact situation after it's all over. I'm playing MA C'Tis in a fight against MA Emor with a bless rush strategy. He has almost no dominion on the map, and only four in his capital, but I've got a prophet, pretender, and very shortly, 4 temples, pushing out dominion into his territory.
One other thing to note. It's not just bad scales which get pushed into your territory. If you don't control dominion there, you get no benefit from the good scales. Sometimes, even if your opponent has good scales, not having your order +3 or whatever in that province can be just as bad as terrible scales.
Jazzepi
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August 20th, 2007, 04:07 PM
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Re: Tragic poor pretender design is limiting MA Va
Hard to do to a bless-rush Vanheim though. His raiders can burn your temples. If the plan went well he'll have a lot of territory to soak up your dominion before it gets the last of his.
In a last ditch defense he can blood sacrifice as well.
And he's planning for bad scales and hoping to have other people's good ones to reach neutral.
It's a risky strategy, but could be fun. The biggest problem is only getting 3-4 Van a turn.
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August 20th, 2007, 04:19 PM
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Re: Tragic poor pretender design is limiting MA Va
I fully appreciate that you know much, much, more about this game than I do. However, for a Van Bless-Rush strategy your scales are going to have problems.
Quote:
Also you leave yourself very vulnerable to getting negative scales pushing into your lands, which is very hard to get rid of with a low dominion of 3 or such.
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It is far more likely that the Vanheim are leaching good scales off their neighbors than that the neighbors are managing to impose even worse scales on a dual-bless rush Pretender. The Vanheim also benefit by NOT having their poor scales imposed on conqueored provinces rapidly.
Back to the point. What puts Vanheim over the top is that they can continue putting ALL their income in sacred's far after every other bless-rush nation has maxed out their capital investment per-turn in sacreds. This is because Unit Power is at least partially balanced around capital cost. Thus the Army Power per turn for a bless rush that has reached maximum capital invested is:
(Sacred Army Power built per Turn)=(Dominion)x(Cost of Sacred Unit)
Thus, as it currently is, the more expensive(powerfull) the Sacred Unit the more powerful a sacred army that can be built per turn for any given Dominion.
The solution is to have the stronger sacreds take more "Dominion Points" to build. For example(using 1.5 cost, rounded down)
Dom 1-1 Van per turn max
Dom 2-2 Van per turn max
Dom 3-2 Van per turn max
Dom 4-3 Van per turn max
Dom 5-4 Van per turn max
Dom 6-4 Van per turn max
Dom 7-5 Van per turn max
Dom 8-6 Van per turn max
Dom 9-6 Van per turn max
coding wise, this is extremely difficult, but could probably be simulated by adjusting Dom by a "racial modifier" lookup table before calculating maximum sacreds per turn.
if (race=Vanheim)
{
switch(Dominion)
{ case 1:
Max_Sacred=1;
break;
case 2:
Max_Sacred=2;
break;
case 3:
Max_Sacred=2
break;
case 4:
Max_Sacred=3
break;
case 5:
Max_Sacred=4
break;
case 6:
Max_Sacred=4
break;
case 7:
Max_Sacred=5
break;
case 8:
Max_Sacred=6
break;
case 9:
Max_Sacred=6
break;
}
}
It's been awhile since I used C. So pardon errors.
Van should have thier cost reduced by 10 gold(or some other number) to make up for this. And maybe make them non-capital again. As the making capital damages them in non-Bless rush play as well. That will allow a non-Bless Rush to build them without blocking up his capital.
Again, as to the exact degree of change required for balance... I don't know. But this change allows Van to keep it's powerfull sacreds.
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August 20th, 2007, 04:33 PM
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Major General
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Re: Tragic poor pretender design is limiting MA Va
Oh no, that would introduce a decent amount of unnecessary complication and I think you're attacking the wrong thing based on your premise. If your point is that Vans are too powerful and it needs to be more expensive to use them effectively (a point I'm neither conceding nor contending) a far easier change is to increase the resource or gold requirements for Vans rather than revamp the whole sacred recruiting logic. Dominion, particularly if you have a high dominion pretender is trivially cheap to raise from 3 to 6 while you only get 15% more resources for 40 design points and gold is always scarce.
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August 21st, 2007, 07:07 AM
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Re: Tragic poor pretender design is limiting MA Va
Quote:
Lord_Bob said:
It is far more likely that the Vanheim are leaching good scales off their neighbors than that the neighbors are managing to impose even worse scales on a dual-bless rush Pretender.
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You can't leech "good" scales from your neighbour - they don't take effect in your provinces. The best you can hope for is an effective "+/- 0" if your neighbour does not have any negatives, what is highly unlikely.
E.g.
With Order-3, Misfortune-3 you'll end up without order, but with full misfortune. Good luck .. 
With Turmoil-3,Luck-3 you'll end up without luck, but with full turmoil. Try to get that straight .. 
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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