Re: The Council of Wyrms
This looks pretty much a like a Wyrm-only game to me:
- without Wyrm, no vote (how important this will turn out - no idea !? )
- difficult research,
- high indies
- low ressources
=> ..... everything in favour of a magic-less or buff-level-magic Wyrm Pretender used as SC from the very first turn
I would suggest either indies-6 or 9 - the later makes tough special troops/bodyguards and items on commanders much more likely, so there's some reward fighting strong indies.
Is there any 'penalty' for a Wyrm player that I overlooked?
EDIT: I nearly forgot : I'll take over Machaka, if noone objects !
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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