I like dominions and i like the lategame . I am a little clamhoarder myself
But i think it is a bit too good . I list a few things which i think are problematic :
- Clams require exactly water gems . Water is one of the weakest schools . If you are not an underwaternation you basically only spend a few watergems on boots of quickness / jade armours . You could summon sea trolls but since they require upkeep and are rather expensive they are not a top choice . In the water queens you don't invest normally too because the underwater nation will have them already probably .
So normally almost all your watergemincome goes into clams . If you are not in danger you can always convert your astral gems back to water and get clams quite quick .
- Clams and the other items are absolutely save from everything when stocked on stealth units . So you never lose this income unless you are dead .
- There could be no better output for clams than astral gems . This makes them for every nation worthy since every nation can convert the astral gems quite cheap in exactly the magic they need .
- The soul contracts give you one of the strongest troops of all , devils . Devils and Storm demons are probably the strongest troops of all costwise . If you don't look at costs then torrasquen and abominations would be good too .
The time you get the soul contracts is very interesting too : if you have a blood 5 pretender once you have 80 slaves and even without you only need Construction 6 .
Construction 6 is anyways a very important research goal for most nations and as blood nation since you have blood for summoned troops you can invest all your earthincome on dwarfen hammers making Soul contracts even more profitable .
- False horror spell : Stormbinder started a long thread about this 1 month ago . False horrors make almost all national troops worthless . 2-3 false horror casters are normally already enough to scare away even 50-100 national troops .
Finally Johan you are right that Mictlan can be defeated earlygame by rushing them . But with Caelum / Abysia this requires lots of effort .
These 2 nations are earlygame horrible strong already .
Every player is glad being at peace with Caelum in the first 20-30 turns , probably a lot longer because he knows that Caelum normally always wins the economic warfare earlygame .
I think most ppl will agree here with me :
Earlygame wars are normally not very profitable because they tend to Last very long and hurt both participants because of movement guessing / enemy dominion / castle siege . Only if the enemy is extremely weak earlygame because of special things like he chose a crappy pretender / got hurt too bad with lots of bad events like early lab/temple blow , indy attacks etc .
Last but not least most games are played with scoregraphs on . People tend to gangbang the "leader" . Because clamincome is hidden the main criterias to estimate who the leader is are provinces/income/gem income/army size .
So the early warmonger is normally very often attacked and this way kept busy while the "boomer" grows secretly and when you recognize it finally it is too late .