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October 22nd, 2006, 12:08 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Balance on small maps
I have made a short experiment as follows:
Pretnders:
Arco:
Virtue, D-6, order 3, sloth -3, heat -0, growth -3, luck -0, magic -2. A6,E4. Awake.
Van:
Blue dragon, D-10, order 3, sloth -3, cold -3, death -3, misfortune -3, drain -2. W9,F9. Imprisoned.
Default settings.
Turn 1
Arco:
Recruit 9 peltast. Virtue to research. Myrmid. Champ prohpetize.
province count: 1.
Van:
Recruit 2 vanhere, 1 vanherse. prophetize vanherse.
province count: 1.
Turn 2
Arco:
Recruit Myrmid Champ and 2 peltast. Invade two provinces - 1 with virtue, 2 with first army.
province count: 1.
Van:
Recruit 2 vanhere, 1 vanherse. Prophet Vanhers invade one province.
province count: 1.
Turn 3
Arco:
Captured two provinces. one adjacent to Van. In this province set defense to 20 and move army. recruit in all provinces. Virtue to search province.
province count: 3.
Van:
Recruit 2 vanhere, 1 vanherse.
Capture province, plague strike and half pop. are dead.
Invade Arco province with main army and a lightly defended indie province with Vanherse and vanhere.
province count: 2.
on turn 4 Van army is defeated. The Vanherse survived but most of their troops died. Arco took medium casualties. In this battle the Virtue was untoucheble and killed Vans units with impunity.
Of course Van could have focused on defense but Arco would have invaded them with increasingly bigger armies.
Now, this experiment doesn't suggest that bless isn't useful. Only that even on small maps its possible to counter if one set in mind that he's going to face a bless heavy nation.
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October 22nd, 2006, 01:04 PM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
Thanks: 0
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Re: Balance on small maps
Quote:
WraithLord said:
I have made a short experiment as follows:
Pretnders:
Arco:
Virtue, D-6, order 3, sloth -3, heat -0, growth -3, luck -0, magic -2. A6,E4. Awake.
Van:
Blue dragon, D-10, order 3, sloth -3, cold -3, death -3, misfortune -3, drain -2. W9,F9. Imprisoned.
Default settings.
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You take unnecessarily bad scales with Van and it hurts you. Take Father of Winters, imprisoned, F9W9 Dom6, Order+3, Prod +1, cold 1, death 1, misfortune 3, drain 3.
Don't recruit vanherse on the first turn, you don't need extra commander yet, just vanheres (likely 5). Prophetise scout. Next turn add vaheres to starting army and send them together with prophet to conquer. After that you should be able to recruit 6 vanheres and 1 vanherse or vanjarl every second turn. You won't be losing any vanheres, only minor losses will come from your starting army. When you meet Arco, you'll defeat them easily, losing only your easily replaceable starting troops.
You can vary starting scales a bit. Dom 10 is a bad decision, at high end scale one extra vanhere doesn't worth 100 design points. Something in 6-8 range is reasonable.
If you don't play for uber-rush you can swap drain 3,cold 1 for drain 2, cold 2, for example.
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October 23rd, 2006, 10:57 AM
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Corporal
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Join Date: Aug 2006
Posts: 82
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Re: Balance on small maps
Arralen's post on this thread was spot-on and nobody seems to have replied to it, so i'll make the point again.
The growth scale has negligible effect so you can take death-3 to pay for your uber-bless strategies with no real harm. So basically, you can go and kill off your *believers*. By the tinker-bell effect, it stands to reason that your dominion should die off and yet it doesn't. In extreme cases, you could conceivably have your lands at dominion 10 and... empty of believers. Worse, if I take a growth scale and choose a thematically life-related god, I have not even a mildly effective way to counter and repopulate your laid-to-waste lands again, so why bother to even invade and defend them? This effect is more severe in small maps, but even in large-ish ones, the speed of your expansion and the devastating effects of your dominion can more than pay the loss of gold from your population dying.
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