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  #161  
Old September 11th, 2009, 06:46 PM
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Default Re: Template for reducing late game MM hell

gem gens recap:
1. Everybody does them. So nobody gets a serious advantage. I forge lots of them with every nation I play, even ones w/o paths. I just invest some and get/empower mages to needed paths. Everybody does it. The secret is out. All that's left is:
2. Tedious, mind numbing work of forging them and defending their holders.
3. They prolong end game since it's very hard to kill nations by taking their provinces. In-fact province are not that important when you have those 60 clams and 60 blood stones on scouts or what not.
4. They indirectly contribute to making end game turns longer by allowing a much higher gem income - thus more spells, SCs, forging work.
5. Coupled with wish the game just breaks.

Missed anything?

BTW, I have read somewhere that IW originally intended them to be used for battle. If there was a way to enforce that (not allowing their income to leave the holder) then they could be of use.
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  #162  
Old September 11th, 2009, 08:26 PM
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Default Re: Template for reducing late game MM hell

Well, there's a way to enforce it, but it involves coding unfortunately.

First you have to make all gem-generators cursed.

Then IW would need to add code everywhere it's checking if gems cannot be taken off a commander because he's a merc, and also check that the commander is not wielding any gem generator.
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  #163  
Old September 12th, 2009, 01:00 AM
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Default Re: Template for reducing late game MM hell

vfb, I really like your suggestion. One can have a dream that perhaps one day in the future IW would give us a shining new patch with that implemented
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  #164  
Old September 12th, 2009, 01:03 AM
Squirrelloid Squirrelloid is offline
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Default Re: Template for reducing late game MM hell

Would it be possible to make an item that created a gem at the start of combat?

(I'm sure such a thing would be abuseable, but it would be much less so).
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  #165  
Old September 12th, 2009, 06:20 AM

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Default Re: Template for reducing late game MM hell

Via mod commands? No. Kinda sounds like it would be even more of a micro headache when you have a ton of them and start casting indy farsummons on your guys in order to get them.
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  #166  
Old September 13th, 2009, 07:03 PM

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

Quote:
Originally Posted by WraithLord View Post
gem gens recap:
1. Everybody does them. So nobody gets a serious advantage. I forge lots of them with every nation I play, even ones w/o paths. I just invest some and get/empower mages to needed paths. Everybody does it. The secret is out. All that's left is:
2. Tedious, mind numbing work of forging them and defending their holders.
3. They prolong end game since it's very hard to kill nations by taking their provinces. In-fact province are not that important when you have those 60 clams and 60 blood stones on scouts or what not.
4. They indirectly contribute to making end game turns longer by allowing a much higher gem income - thus more spells, SCs, forging work.
5. Coupled with wish the game just breaks.

Missed anything?

BTW, I have read somewhere that IW originally intended them to be used for battle. If there was a way to enforce that (not allowing their income to leave the holder) then they could be of use.
1. So they are not unbalancing the game. That's a flaw?
2. Yeh, and defending provinces, castles, mages, etc is so tedious.
3. The funny thing about the endgame is that you can take 90% of a person's provinces in a few rounds with thugs and SCs and then you have to actually fight their armies. It's actually good that the win doesn't always go to the sneak attacker.
4. Yes, having a gem income adds a level of complexity to the game. This is the wrong game for you if you don't like complexity.
5. Let's face it, any gem income and Wish causes weird things to happen. I once ended a game just by using my non-Astral, not gem-gen, gem income to Armageddon the place to death to force the end of the game because 15 players were stuck in terminal turtle mode and the game was never going to end.

Gem gens only cause MM when you spend a lot of time turtling and have extra gem income and mage time to spend on them. The fact that you want to hit people early and hard before they can build a hundred gem-gen items actually means that the endgame should be shorter if people are not stuck in terminal turtle mode.

If you spend a lot of time fighting, scripting a single large complicated army can take an hour or more. That and incentives to turtle should be the place where people should be spending their energies if they want to cut down MM.
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  #167  
Old September 13th, 2009, 07:48 PM

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

Quote:
Originally Posted by K View Post
...If you spend a lot of time fighting, scripting a single large complicated army can take an hour or more. That and incentives to turtle should be the place where people should be spending their energies if they want to cut down MM.
Seriously?!?

I'm beginning to see why it's so difficult to reach any real consensus on these forums... this game is so varied and complex that different players will enjoy the game for completely dichomotic reasons.

I enjoy the strategic elements of Dominions 3, but I LOVE the scripting and placement... it's only painstaking when I actually care about the results - and caring about the results means it's worth the time invested - so it's not tedious to me.
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  #168  
Old September 14th, 2009, 04:15 AM
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Default Re: Template for reducing late game MM hell

K, your view is very interesting. I don't think we can reduce this to a factual disagreement since it's very much about taste and preference of players. So clearly there's no black and white here

I guess a lot of ppl share my feelings towards gem gens as contributing to significantly raise end game MM. Perhaps in small games they can be ok, but certainly not for moderate to large ones. It’s a very delicate balance but for now I think I’d rather go w/o them.
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  #169  
Old September 14th, 2009, 05:50 AM

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Default Re: Template for reducing late game MM hell

I think it's pretty obvious wraithlord is concerned about the potentially fatal effects of arguing with K.

May we all learn from his example.
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  #170  
Old September 14th, 2009, 07:25 AM
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Default Re: Template for reducing late game MM hell



You got me there Sombre
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