|
|
|
 |

November 9th, 2007, 12:35 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Grossly, insanely different PD strengths
Uh,.. if a single stupid weak raid makes you go all nuts on PD and build 20 in every province because OMG 30 GOLD PER POINT, it already worked.
|

November 9th, 2007, 05:48 PM
|
Sergeant
|
|
Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
|
|
Re: Grossly, insanely different PD strengths
In MP, I find that strong PD nations actually make the strategic decision more complicated. (Granted this is on the basis of having played exactly 3.5 MP games: Perpetuality = 1.5). If you know your PD is trash don't use it. Plop down PD 1 so scouts can't raid you and ignore the rest. But if you have good PD you have to decide whether or not to invest in it.
TC PD11 can stop most random event indy raids, for example. Prevents some income loss and diverting forces to retake provinces, but at the cost of a less mobile army.
But even here, the strategic decision never thinks PD v Human Opponent.
|

November 9th, 2007, 06:34 PM
|
 |
Major
|
|
Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
|
|
Re: Grossly, insanely different PD strengths
If you don't even build a SINGLE point of PD, you will lose to any player worth his salt. Guaranteed. Qm and I have shown many newbier players to at least sink a point or risk losing provinces to a scout.
|

November 9th, 2007, 09:02 PM
|
 |
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Grossly, insanely different PD strengths
Quote:
KissBlade said:
If you don't even build a SINGLE point of PD, you will lose to any player worth his salt. Guaranteed. Qm and I have shown many newbier players to at least sink a point or risk losing provinces to a scout.
|
Some nations have mages as part of their PD... for example one nation has 1air and 1holy horsemen as commanders. As a result 3 rounds of combat with two of these PD mages usually results in 6 phantasmal warriors or banishing undead! Other nations have regular stand behind (do_nothing) commanders.
I don't mind seeing some nations with weaker PD, but hopefully DOM_4 will allow pretenders different options for upgrading existing PD such as improving the type of weapons being used, type of shields being used, and type of armor being worn, etc.
__________________
There can be only one.
|

November 10th, 2007, 05:49 AM
|
 |
Major
|
|
Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
|
|
Re: Grossly, insanely different PD strengths
Quote:
NTJedi said:
Quote:
KissBlade said:
If you don't even build a SINGLE point of PD, you will lose to any player worth his salt. Guaranteed. Qm and I have shown many newbier players to at least sink a point or risk losing provinces to a scout.
|
Some nations have mages as part of their PD... for example one nation has 1air and 1holy horsemen as commanders. As a result 3 rounds of combat with two of these PD mages usually results in 6 phantasmal warriors or banishing undead! Other nations have regular stand behind (do_nothing) commanders.
I don't mind seeing some nations with weaker PD, but hopefully DOM_4 will allow pretenders different options for upgrading existing PD such as improving the type of weapons being used, type of shields being used, and type of armor being worn, etc.
|
I am so confused as to why you quoted me... o_O?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|