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Old September 1st, 2009, 09:42 AM

Sombre Sombre is offline
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Default Re: Template for reducing late game MM hell

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Originally Posted by Calahan View Post
Although at least for me, RAND games do result in a lot more thinking time being required, as instead of just asking your neighbour "Hey, are you going to attack me, or can we get an NAP?" you have to constantly re-assess every turn which nations may be attacking you that turn. So if thinking time is considered a part of MM, then RAND games don't always result in reduced MM.
But that is strategy at a macro level, absolutely not micro management. Macro level strategising isn't something anyone wants to cut back on.

I prefer RAND style (or at least no diplomacy) games because they reduce the horrible 'nap with neighbours, 2 on 1 the weakest guy, repeat' thing you get with diplomacy. Just as you described. I don't think it's so much a cut back on MM, just a way to reduce slightly turtley strats which all seem to lead right to MM hell endgames.
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Old September 1st, 2009, 10:04 AM
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WraithLord WraithLord is offline
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Default Re: Template for reducing late game MM hell

vfb:
"1. Do you mean to reduce micro for other nations, so they don't have to set up a bunch of temples/preachers? Or is it the blood hunting/slave buses micro? One thing you might want to do is eliminate all blood mage summons. Otherwise they are almost as bad as gem generators. Maybe make 10 unique Vampire Counts or something, and 6 unique Vamp Lords, and something similar for Mictlan's summons?"
Reduce both the nation MM and the MM it induces on other nations.

Kuritza: I understand your sentiment. Nations that need gem gens to survive should be addressed in CBM mode or something. The MM hell they cause plus the income inflation loop-back with wishing is big no-no for me.

Mardagg: Yes difficult research instead of research cap.

Calahan:
"2. Low gem income settings - Not so sure about this. I know I spend a lot of time fine-tuning scripts and battle positions for any large armies I have, and any lack of gems just means the armies get bigger and the scripting/positioning will take longer due to the delayed transition to Thug/SC."
I think army mgmt is much less MM than forging/rituals. You can copy scripts and give in 10 secs complicated scripts to lots of mages in army.

"Maybe some of the popular Level 3/4 anti-rush spells could be reduced to level 1/2 for games with a difficult or very difficult research setting."
That would be great!
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