.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old January 3rd, 2009, 07:11 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Helheim - lets burn some rubber

Well, dipping into your pre-forging income, to keep the Mentors rolling, makes a lot of sense, I wasn't really thinking about the amount of momentum those initial gems would add.

Mentors are really quite powerful, if you can spare the gems. The difference from Drain2 to Magic1 is 2RP, making each Mentor make up the difference of 4.5 mages. Or looked at another way, even only forging 2 Mentors a turn, is 18RP, so if you and an opponent train 2 identical mages that turn, he still has 14RP to make up somewhere. At a certain point when you stop forging Mentors, that opponent can then more realistically begin to "catch up", but the disparity will be huge if you really focus on the strategy. Of course, if that opponent went Magic3 it changes the math a bit, but that's a lot of design points. There's only a couple of nations that I have built strats for involving Magic3, but it's not for "OMG these mages are such horrible researchers, I need to improve them", it's always "wow these researchers are SO cheap, I want to superpower them".

It just makes me wonder what Vanheim can do to bolster their similarly sad research prospects (other than train expensive indies). IMO forging Quills is like wearing a skirt in a prison.....
Reply With Quote
  #2  
Old January 4th, 2009, 02:34 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Helheim - lets burn some rubber

Quills are much maligned - but they serve one useful purpose.
to cut the time down till con4 is available. if you have a low cost 1 air mage, it is well worth the time and gems to pump out 5-6 of these. Payback is on the order of 1-2 turns.
Reply With Quote
  #3  
Old January 4th, 2009, 05:11 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Helheim - lets burn some rubber

Payback in terms of investment of mage time vs RP gained from the Quill, sure. But I can't think of a single situation that I won't find myself in 20 turns with a dozen good uses for 25 Air gems that I don't have.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:55 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.