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  #11  
Old August 5th, 2004, 09:00 PM
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Edi Edi is offline
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Default Re: Pricing of Mages ... is it balanced?

I don't see anything wrong with the mages for different nations costing different sums, because it usually more than balances out in other respects.

A more interesting comparison about cost effectiveness is the one between indie mages you can get from sites. There are some real eye-poppers there. Most indie mages costs 180, with the apprentice Version generally being 80 to 120, but then there are guys like the Circle Master that have D2B2 for 100 gold that are good as cheap researches and blood hunters if nothing else. Admittedly, their magic combo is one of the less useful, but they are some of the best bang for buck I've seen so far. Adepts of Pyriphlegeton are also great, F3 for 180, when most of the 180 gold mages have more or less one fixed and three random picks.

If anybody is interested in taking a closer look at the indie mages (and all other indie units as well, take a look at the Unit_ID.xls from yours truly, available on Arryn's site.

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  #12  
Old August 5th, 2004, 11:11 PM

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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Cohen:
That's because Caelum is one of the best nations!
Caelum might well be one of the best nations. But that doesn't change the reason behind their low mage cost. The mage cost is low because Caelum is intended to be a nation of mages, in the blurb it is stated that it is a magocracy. It is intended to have relatively cheaper mages than the other nations. You are the count Rugen of the shrapnel Boards, you have been slain by Inigo Montoya, now please stop torturing Wesley.
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  #13  
Old August 6th, 2004, 01:51 AM

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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Sheap:
Yes, the occasional natural disaster will reduce your income, but it will not cut it in half, especially if you use the points you saved from not taking Order to buy Luck.
Buying luck will actually exacerbate the problem, increasing the frequency of random events. Random events are BAD! Remember, one of the more common and pernicious "good" events is "free" militia. On forced Turmoil, that hurts a lot.
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  #14  
Old August 6th, 2004, 03:48 AM

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Default Re: Pricing of Mages ... is it balanced?

It's not that bad...

The effect of luck scale is only 5% increased frequency per step. So you will get only about 15% more events with luck-3 as with luck-0. But if you have taken luck-3 instead of being 50% good they will be 80% good. You will have only 46% as many bad events with luck-3 as you will with luck-0, and 85% more good ones. Other than militia, all the good ones are actually good But even militia is not that bad.

Let's take a militia event - discounting that sometimes you get a priest with them, or flagellants, which actually does make for a useful event. Let's say you get 30 militia, which cost you 14 gold per turn in upkeep. Let's also say you don't have any commander handy so you have to recruit one, for 30 gold and 1/turn. Let's also say it takes 5 turns to dispose of the militia. This is pretty much a worst-case scenario, unless you play on an insanely huge map, in which case it might take longer to get rid of them.

Add it all up it comes to 105 gold the militia event costs you, worst case. It costs less, a lot less, if the militia come with their own commander, or if you get fewer of them. That still sucks, but it sucks less than many of the actual bad random events.
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  #15  
Old August 6th, 2004, 04:03 AM
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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Sheap:
Let's also say you don't have any commander handy so you have to recruit one, for 30 gold and 1/turn.
2 per turn, for non-sacred commanders. Just to quibble with you. I figured I'd go ahead and mention it before Norfleet did.
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  #16  
Old August 6th, 2004, 04:14 AM

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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Sheap:
Let's take a militia event - discounting that sometimes you get a priest with them, or flagellants, which actually does make for a useful event.
The priest is so-so, but the flagellants are just crap, unless you already are playing a blessing effect involving flagellants or some other similar unit, in which case they might not be a total loss...but they're not exactly speedy units, and they tend to spawn in the most inconvenient places.

To make matters worse, it can take you a lot longer than 5 turns to dispose of the militia, because they are very cowardly and will often flee after losing only one or two men, and as a result, have to be rounded up, and then marched to their deaths AGAIN.....
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  #17  
Old August 6th, 2004, 04:24 AM
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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Norfleet:
To make matters worse, it can take you a lot longer than 5 turns to dispose of the militia, because they are very cowardly and will often flee after losing only one or two men, and as a result, have to be rounded up, and then marched to their deaths AGAIN.....
I find drowning them tends to work well, if it is an option.
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  #18  
Old August 6th, 2004, 04:28 AM
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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Jack Simth:
I find drowning them tends to work well, if it is an option.
How, exactly, do you go about doing such a thing?
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  #19  
Old August 6th, 2004, 04:34 AM
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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Arryn:
quote:
Originally posted by Jack Simth:
I find drowning them tends to work well, if it is an option.
How, exactly, do you go about doing such a thing?
Have them go with a commander that can lead troops underwater. On the next turn, leave the militia underwater, and move the commander somewhere else.
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  #20  
Old August 6th, 2004, 04:42 AM
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Default Re: Pricing of Mages ... is it balanced?

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Originally posted by Graeme Dice:
On the next turn, leave the militia underwater, and move the commander somewhere else.
Doh! Of course. (slaps self on forehead) Thanks. Brain's not firing on all cylinders tonight. Need sleep. Too bad I've caught a case of Norfleet's Disease (insomnia).
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