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Old July 13th, 2009, 09:08 AM
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Default Re: Balance Mod No Generators

Quote:
Originally Posted by Sombre View Post
I'd say all gem gens promote an unhealthy game state, almost regardless of cost. The fact they are more useful/attainable for certain nations should be considered, but it certainly shouldn't impede their removal. If the only thing a nation has going for it is spamming gen gems then that nation needs a change because gen hoarding kinda sucks for all involved. I'm looking at you MA Oceania.
Well it says nothing about the item then and every thing about national balance.

A couple of possible options to consider then:

1. Examine the nations that rely on gem gens and compensate accordingly. There is no chance for Ag to field an army of stone if they can't get the blood stones. They are not a blood nation, so getting them is the pretenders job initially, so it is hardly spam. Make the cost of a Marble Oracle 15 earth gems and the player may welcome the removal of the bloodstone headache.

MA Oceania, with out clams what else has it got? Is it really conceptually different than say Ermors ability to spam undead? Its Ermors national advantage - so why cant Oceania's national advantage be amassing Astral pearls?

2. Adjust the cost of gens. Either make them more expensive in gems to produce or increase their magic path costs so they are only forgeable by a specific pretender build.

Either way, they just can't be cut with out consequence.
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