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Old September 1st, 2009, 09:52 AM

Psycho Psycho is offline
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Default Re: Template for reducing late game MM hell

I agree with removing gem gens, but some nations will need to get compensation for that. Reducing the cost of Kailasa summons that someone suggested is a good idea. Other nations need similar boosts.

Banning some nasty globals like AN or AC is also a good idea.

A map for 12 players is the biggest I've ever played, because I never wanted to own too much provinces in the late game. A lot of larger games break due to players losing interest. I'd say 12 is a good upper limit.

With other things I don't agree. Low gem income is not a good idea. The problem is not in abundance of gems, but in the fact that CBM makes some spells too cheap.

Also, removing higher research levels would remove much fun from the game - bad idea. For the games where you want longer midgame, just set difficult research. Personally, I like the pace when games reach endgame sooner and finish sooner.

There is no need to ban any nation, unless it is considered overpowering. Just don't pick the nation you find needs too much MM. In RAND games, you should be able to give a list of nations that you don't want to play.
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  #2  
Old September 1st, 2009, 10:10 AM
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WraithLord WraithLord is offline
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Default Re: Template for reducing late game MM hell

updated first post
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  #3  
Old September 1st, 2009, 10:30 AM

chrispedersen chrispedersen is offline
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Default Re: Template for reducing late game MM hell

I also have a component called...

NoGenCompensation.

It boosts the nations most affected by the loss of generators - abysia, agartha, oceania, yomi.

Sorry haven't gotten to machaka or bandar log. I didn't think bandar were particularly bad.
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Old September 1st, 2009, 11:18 AM

Sombre Sombre is offline
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Default Re: Template for reducing late game MM hell

Quote:
Originally Posted by Psycho View Post
With other things I don't agree. Low gem income is not a good idea. The problem is not in abundance of gems, but in the fact that CBM makes some spells too cheap.
Wait, what?

Which problem? The problem of micromanagement? Which spells made cheaper in CBM increase micromanagement? I guess there are a few, a couple of the globals might force you to assign more bodyguards,...

Wasn't expecting CBM spells to come up in this thread as a problem.
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Old September 1st, 2009, 11:24 AM

Psycho Psycho is offline
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Default Re: Template for reducing late game MM hell

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Originally Posted by Sombre View Post
Quote:
Originally Posted by Psycho View Post
With other things I don't agree. Low gem income is not a good idea. The problem is not in abundance of gems, but in the fact that CBM makes some spells too cheap.
Wait, what?

Which problem? The problem of micromanagement? Which spells made cheaper in CBM increase micromanagement? I guess there are a few, a couple of the globals might force you to assign more bodyguards,...

Wasn't expecting CBM spells to come up in this thread as a problem.
Well, Wraithlord said: more gems = more forge/rituals = more MM (thinking about site frequency). I don't particularly agree with that, but CBM lowers costs for some spells too much, so it could be a part of the problem. Off the top of my head: devils and domes.
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