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  #11  
Old May 20th, 2009, 03:05 PM

Zeldor Zeldor is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

Huh, bad interpunction. You cannot tell anyone else who you are :P Omit the coma and just and it makes sense
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  #12  
Old May 20th, 2009, 03:10 PM

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Default Re: Preponderance 2 - RAND team game! [sign-ups]

The weak/strong division seems a bit arbitrary to me. For example, both Marignons are certainly not weak, and there isn't much that makes LA Caelum stronger than MA Caelum; LA gets a little death, but can't cast storm reliably or forge air boosters (I would call both weak, even if they did do well last Prepo). MA Mictlan is another that I'm not sure about.
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  #13  
Old May 20th, 2009, 03:14 PM

namad namad is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

ah i see so everyone gets a random nation and doesnt know which nations are unchosen? but you may choose to "reroll" once? and get another random nation? how about more than once? how about we debate things a little and totally remove from teh game several nations?...

how about we choose as many nations as players as there are to be played? then just randomize those? and use no undistributed?

i do agree a lot of those nations are awful and wouldn't be fair to distribute theres gotta be a way to narrow down the list some? should people begin proposing a couple nations to just totally throw out?


i'd personally like to see 8-15nations just totally thrown out chosen in some diplomatic way?
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  #14  
Old May 20th, 2009, 03:15 PM

Zeldor Zeldor is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

I had to draw line somewhere. There were some nations in between that could be put in both groups. I think that LA Caelum mages get way better combinations of spells. I'd say they are maybe 0.5 point better than MA Caelum.
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  #15  
Old May 20th, 2009, 03:17 PM

Zeldor Zeldor is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

namad:

Yep, you can propose some nations to be not included. I think it should be 5-8 at most though. Only few of them are really hopeless, especially in team game.

And rerolling once [1 of 2 nations] seems fair, especially if we remove some nations totally.
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  #16  
Old May 20th, 2009, 03:21 PM

chrispedersen chrispedersen is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

Has anything been done to fix the WotG income/ resources imbalance: aka outside (cave provinces) have no income/population/resources compared to inside provinces.. *and* its exacerbated by the number (few)of sites with multiple neighbors?
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  #17  
Old May 20th, 2009, 03:21 PM

P3D P3D is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

Interested. Sign me up.
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  #18  
Old May 20th, 2009, 03:22 PM

Zeldor Zeldor is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

chrispedersen:

Cave provs will get set amount of population. Much higher than standard cave provs. 5k for small provs, 10-15k for entrance, linkers, 25-30k for gateways.
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  #19  
Old May 20th, 2009, 03:29 PM

chrispedersen chrispedersen is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

Well thats cool.. but how will they compare to standard provinces?

considering that standard provinces have 3-6 neighbors and many caves have 1-2... I think you need to make some sort of assumption as is done for seas. either they represent huge cavern systems with concomitant income etc. Or perhaps just each cave system should have a lot of resources (raw minerals et).

Although interestingly, caves act like dominion propagation wave guides.. blasting out the entrances of the caves.
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  #20  
Old May 20th, 2009, 03:36 PM
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sansanjuan sansanjuan is offline
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Default Re: Preponderance 2 - RAND team game! [sign-ups]

So items, gems and money can be traded with your partner but no one else. Intriguing..

Has anyone written on dual nations regarding early/mid/late game synergies, forger/SC synergies, etc?

-ssj

ps sign me up
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