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  #41  
Old May 2nd, 2007, 04:49 PM
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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

Quote:
Foodstamp said:
Kill the army?
If you can kill the army guarding the clam factory you have to defeat the clamming player before (or does someone put such things on his border?)
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  #42  
Old May 2nd, 2007, 04:52 PM
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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

I don't understand what you mean? If you cannot kill his army, then what does it matter that he is gem hording? He has already beat you.
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  #43  
Old May 2nd, 2007, 05:00 PM

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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

What if the army is nowhere near the border? What if he has NAPs with his neighbours ect.
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  #44  
Old May 2nd, 2007, 05:18 PM
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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

Why would he need to keep all clams in one place? Stick them on scouts and sneak around if the carriers being killed starts to be a problem. Well, it would be micromanagement hell...
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  #45  
Old May 2nd, 2007, 05:21 PM

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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

Quote:
Velusion said:
Which settings specifically?
The settings favor blessing for follow reasons:

1) Hard/Very Hard Research: Blesses work from turn 1. Hard research means that all magic-heavy nations will be very vulnerable to attack for like all of the early game.

2) Low Magic Sites: Even if you do bust your butt and get research done, what good is it when you dont have any gems to cast those spells or summon those units?

3) Map Size: Poor scales can be easily balanced if you constantly expand. A map of this size makes that easier. Not to mention the number of players means there will always be a nice weak neighbor to be found.
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  #46  
Old May 2nd, 2007, 05:29 PM

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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

Even low level battle magic(acid bolt, magma bolts ect) can have a fairly big effect on most blessed troops and dosnt take long for a magic based nation to reach
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  #47  
Old May 2nd, 2007, 05:41 PM
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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

Quote:
Foodstamp said:
I don't understand what you mean? If you cannot kill his army, then what does it matter that he is gem hording? He has already beat you.
Technically this is incorrect. He isn't hording gems, he is hording clams and probably spending the gems produced by the clams freely to kill your army...
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  #48  
Old May 2nd, 2007, 05:58 PM

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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

map size i would say works against bless. The scales.. um scale with the number of provinces you own. Even if you take a lot of ground, you have a weaker base with poor scales.
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  #49  
Old May 2nd, 2007, 05:59 PM
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Default Re: Perpetuality - The 60 Player MegaGame (Signup)

Quote:
Ironhawk said:
1) Hard/Very Hard Research: Blesses work from turn 1. Hard research means that all magic-heavy nations will be very vulnerable to attack for like all of the early game.

Agree. But the prospect many nations having researched all of the paths in the end game is too unappetizing to me. I'm sort of rooting for Hard research though instead of Very Hard...

Quote:
Ironhawk said:
2) Low Magic Sites: Even if you do bust your butt and get research done, what good is it when you dont have any gems to cast those spells or summon those units?
Not sure this will be much of a factor in this large/chaotic a game. In theory yes, but I'm not really worried. Besides I don't think 40 is that low.

Quote:
Ironhawk said:
3) Map Size: Poor scales can be easily balanced if you constantly expand. A map of this size makes that easier. Not to mention the number of players means there will always be a nice weak neighbor to be found.
Can't agree here. As you said it should "balance" out. Heavy blesses will get more provinces due to expansions while the others should have better scales in thier provinces to counter this. IMHO I doubt map-size really makes that much of a differnce.

While I do think in theory the bless nations should do a little better than they already do, I'd rather wait to see what the actual results are. If the top 5 nations at the end are all heavy bless nations I'll consider a house rule for next game - but from what I've seen in larger games bless nations don't exactly end up winning that much more than normal ones. (i.e. http://www.shrapnelcommunity.com/thr...t=&PHPSESSID=)

I also think you'll have a lot of players expecting this and building their magic-nations to try and survive a bless rush (i.e. Awake Pretender)

Besides... I shudder at the thought of trying to come up with a balanced "bless" House Rule that most people would agree on. more likely I'd just start a never-ending argument...
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  #50  
Old May 2nd, 2007, 06:07 PM

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Default Re: Perpetuality - The 60 Player MegaGame (Signup)


In general I agree with Ironhawk. LA nations generally have better stock troops (armor), while EA nations generally have better/higher access to magic. Limiting sites to 40 on top of heavy research will make it difficult.

On the other hand, it is a test game and we'll see if LA nations or bless nations just instantly dominate and then can continue to compete vs those magic nations who survive.

All EA nations should gang up on the LA nations anyway After they stomp the nastiest bless nations.

By the way, when will nation selection occur?
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