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  #1  
Old February 1st, 2007, 03:08 PM

Ironhawk Ironhawk is offline
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Default Accelerated Start Discussion Complete

So, I'm thinking about starting a game up with the premise of "Accelerated Starting". My thoughts for it are this:

Map would have 15 provs/player
Players start with 9provs each
Gold & Resources: 150%
Gems: max (75 i think?)
Research: Easy

And in addition to these things, the map file would be modded to give each player 10 sages in thier capital, as a free research-base crew.

I was also considering putting a rule in place where you couldnt attack another player for 3 turns, so that magical nations would have some time to build thier uber mages.

What do you all think?
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  #2  
Old February 1st, 2007, 06:03 PM

LeSquide LeSquide is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]

I think that the sages would be a bit much; why not just allow the Easy Research to take effect?
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  #3  
Old February 1st, 2007, 07:26 PM

Ironhawk Ironhawk is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]

The reason I wanted to have the sages was to simulate the research-base that a player would have at that level of advancement in the game. Like in a normal game, by the time a player had conquered 9 provinces, they would be on turn 6-8. And as a result they would have that many mages able to do research. I suppose that 10 might be a tad too much but it seemed like a nice round number
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Old February 1st, 2007, 10:01 PM

jutetrea jutetrea is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]


And that's assuming successfully taking a new province each turn with no buildup, or no saving. I think starting with 9 provinces imo is more like turn 12-14, depending on layout/cash. I'd usually be at around 7-9 mages by that point, although I might have 1 or 2 floating with the army depending on path.

I like the idea, although you might need to do forced start locs or is the game smart enough to buffer capitals?

I take that back, i love the idea

Might also work well with one of the pre-fabbed maps with nation separators and a DMZ... but the map would be a pain to create.
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  #5  
Old February 1st, 2007, 10:36 PM
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FAJ FAJ is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]

Just blitz the first 15 turns
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  #6  
Old February 2nd, 2007, 12:41 AM

Ironhawk Ironhawk is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]

Heheheh, not a bad idea. But when you get more than a handful of player that becomes impossible. Especially when you start crossing timezone boundaries
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  #7  
Old February 2nd, 2007, 03:54 AM

Folket Folket is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]

jutetrea, if it takes 14 turns for you to get 9 provinces you should work on your strat a little.

I allways play around in single player and if I can't take slightly more then one province a turn I revamp my strat.
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  #8  
Old February 2nd, 2007, 04:31 AM

jutetrea jutetrea is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]



no worries, pure noob here only had the game for about a week - only played demo nations and nilf, and 1 sauro (which i like). All EA.

I generally poke at ones I'm sure of winning till i get the dominating force then go romping. Works fine in SP, just started a few MP games so I can see how it changes.

Are you using a melee god? Even so, I'm leery of sending in my starting force + god vs 70-90 indys without reinforcing first.
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  #9  
Old February 2nd, 2007, 04:42 AM
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KissBlade KissBlade is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]

Ooh finally, something to join ~_^.
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  #10  
Old February 2nd, 2007, 03:29 PM

Ironhawk Ironhawk is offline
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Default Re: New Game: Accelerated Start [ DISCUSS ]

You interested Kiss? Response seems to be lukewarm to this idea but no one is really posing alternates. I wonder if I should just post the game itself and see if people will get more excited about that.
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