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Randomocalypse - 5 players, randomly generated nations - Squirrelloid wins! - .com.unity Forums
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Old October 27th, 2011, 02:36 PM

Valerius Valerius is offline
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Default Re: Randomocalypse - 5 players, randomly generated nations - Nations being generated

Quote:
Originally Posted by Squirrelloid View Post
well, i didn't even see this in time, obviously, but i didn't look any farther than my third nation and i have 2 interesting choices.
Yeah, I realized you hadn't had time to respond but didn't want to leave anyone out when I sent the nations and I figured you could do exactly what you did in order to limit your choices. Though I have to admit if I took that approach I would be very tempted to check the other nations after I chose, just to see what I might have missed out on...


Quote:
Originally Posted by Squirrelloid View Post
I've been helping Elmokki with some of the balance formulae, so I can tell you that its kind of rough and unit synergies won't necessarily get factored in very well. So there is probably significant slop. Choosing 1 of 5 nations should let people account for this i would hope.
One area of synergies that comes to mind is hot/cold nations. You are unlikely to get an entire troop/commander lineup that is immune to an element. OTOH I find you frequently get better magic diversity than most of the base game nations since you don't have the common pattern of a nation's weaker mages having a subset of the stronger mage's paths. Now some of those magic paths will be low level but it's enough to site search and forge some basic items.


Quote:
Originally Posted by Korwin View Post
...What should I choose...

Harder than I thought...
I think this is a good sign. When I quickly looked over the nations before sending them out I didn't have any WTF reactions like when I first saw Hinnom. I'm not at all claiming there's perfect balance but I don't think any of these nations will warrant a dogpile just based on their lineup.
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