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  #1  
Old September 11th, 2006, 12:40 AM
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Etaoin Shrdlu Etaoin Shrdlu is offline
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Default Leadership levels upped, I see?

This made sense, given that the middle game may well feature clashes of actual armies (instead of going from Just Enough Force to Take Indies straight to Massive Supercombatant that can Take On Anything).
From the screenshots in another thread I notice that the new leadership levels are:
Old: 10, 25, 50, 75, 125
New: (not seen yet), 40, 80, 120, (not seen yet)

Given also that true armies are actually viable (for just long enough to matter anyway) it's suddenly not a no-brainer to grab cheap design points with a death scale. I like that.


Unrelated point: Now that nation themes are now seperate eras, do themes that used to require odd scales still require the same odd scales? E.G. does Spring and Autumn still require Turmoil-1 and Magic-1 even while the other Early Era nations either had no restrictions before or are totally fresh concepts? And Late Era Ulm, apparently a cross of Black Forest (req'd Mis, Dea, Mag IIRC) and Iron Faith (Prod, Drain).. eepsie, this would have been a problem...
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  #2  
Old September 11th, 2006, 02:16 AM

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Default Re: Leadership levels upped, I see?

Quote:
Etaoin Shrdlu said:
This made sense, given that the middle game may well feature clashes of actual armies (instead of going from Just Enough Force to Take Indies straight to Massive Supercombatant that can Take On Anything).
From the screenshots in another thread I notice that the new leadership levels are:
Old: 10, 25, 50, 75, 125
New: (not seen yet), 40, 80, 120, (not seen yet)

Given also that true armies are actually viable (for just long enough to matter anyway) it's suddenly not a no-brainer to grab cheap design points with a death scale. I like that.


Unrelated point: Now that nation themes are now seperate eras, do themes that used to require odd scales still require the same odd scales? E.G. does Spring and Autumn still require Turmoil-1 and Magic-1 even while the other Early Era nations either had no restrictions before or are totally fresh concepts? And Late Era Ulm, apparently a cross of Black Forest (req'd Mis, Dea, Mag IIRC) and Iron Faith (Prod, Drain).. eepsie, this would have been a problem...
Where you say death scale, I assume you mean sloth?

Anyway, to answer some of that, poor leadership still has a value of 10, and forced scales are gone.
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Old September 11th, 2006, 08:05 AM
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Default Re: Leadership levels upped, I see?

It's 10 (guys like mages and priests usually have that), 40, 80, 120 and <don't remember now>.

Since there is more gold and larger armies in game, leadership has increased.
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Old September 11th, 2006, 08:09 AM
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Default Re: Leadership levels upped, I see?

Also, growth scale has become more desirable as it now reduces chance for old age affictions. Basically, your old people will live longer so most powerful (and usually old) mages will live longer too.

Death 3 is still valid choice but it's no longer a no-brainer.
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Old September 11th, 2006, 08:17 AM
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Default Re: Leadership levels upped, I see?

When ever Death 3 was a no-brainer? o_O

Except for Death nations that is. And maybe Abysia.

But yay for more leadership. I can now make Lobo Waves like none before!
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Old September 11th, 2006, 10:56 AM
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Default Re: Leadership levels upped, I see?

Quote:
Nerfix said:
When ever Death 3 was a no-brainer? o_O

Except for Death nations that is. And maybe Abysia.

In games with QM or Arch it was almost a no-brainer.
They used death 3 basically always in vanilla Dom2 and still often in Dom2 CB.
And QM won almost all blitzes.

Somehow the usual Dom2 vanilla scales defaulted to magic 3 order 3 misfortune 3 death 3 sloth 3 heat preference +/- 1.

Only in longterm games growth scale was occasionally valuable, especially for blood nations. But there iirc Arch usually took death 3 nontheless and dominated with something else like mass vine ogres or van abuse or whatever .
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Old September 11th, 2006, 11:17 AM
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Default Re: Leadership levels upped, I see?

I see then.
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Old September 11th, 2006, 12:51 PM
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Default Re: Leadership levels upped, I see?

Quote:
Boron said:
Quote:
Nerfix said:
When ever Death 3 was a no-brainer? o_O

Except for Death nations that is. And maybe Abysia.

In games with QM or Arch it was almost a no-brainer.
They used death 3 basically always in vanilla Dom2 and still often in Dom2 CB.
And QM won almost all blitzes.

Somehow the usual Dom2 vanilla scales defaulted to magic 3 order 3 misfortune 3 death 3 sloth 3 heat preference +/- 1.

Only in longterm games growth scale was occasionally valuable, especially for blood nations. But there iirc Arch usually took death 3 nontheless and dominated with something else like mass vine ogres or van abuse or whatever .
You 3-player blitzes were small maps and fast games. I could see it being used then altho I think that if you know its coming that there would be a logical choice to combat it.
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Old September 11th, 2006, 01:15 PM
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Default Re: Leadership levels upped, I see?

Quote:
Gandalf Parker said:
You 3-player blitzes were small maps and fast games. I could see it being used then altho I think that if you know its coming that there would be a logical choice to combat it.
The logical choice to combat a player who has 120 extra design points from a death 3 scale is to take a death 3 scale yourself. You certainly wouldn't take growth 3, since that would put you at a 240 point disadvantage for no real gain.
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Old September 12th, 2006, 01:55 AM
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Default Re: Leadership levels upped, I see?

True. What's funny is how I never do this is SP, but only because I don't always enjoy winning a game as efficiently as possible; which is to rely on summoned armies. I can certianly see how, even in a long game, death 3 is choice because you should already have your gem income by the time your gold income begins to wane. Heck, for slow players like myself, Death 3 could be a real asset to force me to play a more efficient game.

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