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  #1  
Old January 31st, 2011, 10:46 AM
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Soyweiser Soyweiser is offline
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Default Re: CBM 1.7 released

Just because the Trolls take 55 turns to break even. In very large games I think I would use them as gen gems. And use all the "free" trolls to attack. (The additional troops add 50 gp upkeep, the sea king only 10).

But most mp games are rather small games.

I would support gengems as units with large costs (and perhaps additional units). Or immobile creatures. So you have point which can be attacked to destroy the gengems.

Question, do gems generated by units show up in the score charts?
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Old January 31st, 2011, 11:02 AM

TheConway TheConway is offline
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Default Re: CBM 1.7 released

Quote:
Originally Posted by Soyweiser View Post
Question, do gems generated by units show up in the score charts?
No, this is also part of the problem, as it is possible for the graphs to be very misleading in terms of true gem income w/gem gens in the game. This is also a problem with blood, but that is far less easily fixed.
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Old January 31st, 2011, 11:35 AM
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Soyweiser Soyweiser is offline
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Default Re: CBM 1.7 released

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Originally Posted by TheConway View Post
Quote:
Originally Posted by Soyweiser View Post
Question, do gems generated by units show up in the score charts?
No, this is also part of the problem, as it is possible for the graphs to be very misleading in terms of true gem income w/gem gens in the game. This is also a problem with blood, but that is far less easily fixed.
True, but blood is counterable in other ways. Raiding to put the unrest up/kill the hunters, armageddon to destroy the population. Remote attack spells to increase unrest.

Removal of the SDR also decreases blood power.
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