Quote:
Originally Posted by WraithLord
Quote:
Originally Posted by Hiisi
Hi, im wondering that?
Is it possible to make spells that create gem sites?
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While this will remove one part of gem gens incurred MM (making sure the mages carrying them survive and passing them around at times) it doesn't cover the other part of MM they cause: getting to end game with tons of gems, which means you can (and so must) summon/forge/cast that much more. Plus it will encourage turtling and castling.
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As Illuminated One said that sites can be limited, so maybe 2 sites per province. Combines total spell made gem gens in a large game of 150 provinces = 300 gem gens total. Currently 1 player can have same amount of gem gens in late game. So in end game 100 gems from gem gens would be huge.
With number of gem gens restricted by provinces, no more turtling with gem gens. 10 provinces total 20 gem gens = sweet target tag for conquest.
IMHO hammers are the reason for late game hell. Hammers reduce cost of gem gens over 25%. At the same time they reduce baypack ratio of gem gens by 25%. In long run with hammers increase gem gen income by 35-40%. With +35% more gems 1,35*1,25=1,69 more forging with hammers. Playing nation that has natural forging bonus gem gens will skyrocket even more! So remove hammers.
With higher cost of gem gens (no hammer bonus) the cost of opportunity raises significally (also now they could be taken over). I think current gem cost for gem gens are quite ok.
Games would no longer be forging competitions, they would have more strategy (more sites on map = more tactical opportunities, scouting even more important)
-No need for hundreds of indy scouts running around.
-No need for pool gems, if the income is map based.
-No need to huge balance changes for nations that needs gem gens
-As Illuminated One said "Gem Income is visible".