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  #11  
Old August 20th, 2011, 07:20 AM

Bjaarn Bjaarn is offline
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Default Re: Aridia- LA game for intermediate players, now recruiting

Sign me up for Jomon
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  #12  
Old August 20th, 2011, 12:29 PM
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Anaconda Anaconda is offline
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Default Re: Aridia- LA game for intermediate players, now recruiting

Hola Groundworm,

would let me lead LA Pythium to glory?
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  #13  
Old August 20th, 2011, 12:40 PM
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Anaconda Anaconda is offline
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Default Re: Aridia- LA game for intermediate players, now recruiting

Quote:
Originally Posted by Groundworm View Post
Welcome aboard, tratorix.

Renaming on is fine.

I'm ok with increasing magic site frequency a little bit, but my recent games (Faithless excluded) have been with very high site frequency (50+). I've found that this adds significantly to the power level and micromanagement of the game, while adding relatively little to the entertainment value. I'd be ok with 40, I'm a little more reluctant to go as high as 45 but could be convinced if the majority are in favor of. Let me know what you think.
I stand with you, if you let me in.

For the reasons... well less is more in some weird way here. I used to play a lot of SP games with fast research and high site F, but eventually found that annoying.
Lots of micro in the end, with zero to none satisfaction from it.

Nowadays I favor having slow research, 40-45 site frequency, because it in a way engages the player more. It forces the player to make sophisticated decisions how to effectively distribute the scarce resourses and forces him/her to make use of more primitive spells too, because they need love also. Lower lvl spells make the difference when every1 is forced to use lower level stuff, therefore the brightest mind prevails. More thinking and playing, less random factors such as who is gonna be the researcher left alone long enough to march out the big guns in large numbers first.



But if allowed at all, I play it anyhow.
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  #14  
Old August 20th, 2011, 02:26 PM

Groundworm Groundworm is offline
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Default Re: Aridia- LA game for intermediate players, now recruiting

Welcome aboard, everyone.

I'm not hearing overwhelming objection to scarce magic sites, so I'm going to keep it at 40 for now. Thanks for the thoughtful post on the subject, Anaconda.
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  #15  
Old August 20th, 2011, 03:12 PM

Ossa Ossa is offline
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Default Re: Aridia- LA game for intermediate players, now recruiting

I'd like to join with... hmm... Ctis.
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  #16  
Old August 20th, 2011, 03:45 PM

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Default Re: Aridia- LA game for intermediate players, now recruiting

Done, Ossa. One slot left!
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  #17  
Old August 20th, 2011, 04:49 PM

Deadnature Deadnature is offline
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Default Re: Aridia- LA game for intermediate players, now recruiting

Midgard!...please...
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  #18  
Old August 20th, 2011, 06:16 PM

Groundworm Groundworm is offline
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Default Re: Aridia- LA game for intermediate players, now recruiting

And we're full. Welcome aboard, Deadnature.

Let's take a few days to design our pretenders. I'll throw the game up sometime on Tuesday, and will post here with a link to the game.
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  #19  
Old August 20th, 2011, 10:19 PM

krpeters krpeters is offline
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Default Re: Aridia- LA game for intermediate players

Wow, games fill up quickly around here. Wasn't this just posted yesterday?
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  #20  
Old August 21st, 2011, 02:29 AM

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Default Re: Aridia- LA game for intermediate players, now recruiting

Quote:
Originally Posted by Anaconda View Post
Quote:
Originally Posted by Groundworm View Post
Welcome aboard, tratorix.

Renaming on is fine.

I'm ok with increasing magic site frequency a little bit, but my recent games (Faithless excluded) have been with very high site frequency (50+). I've found that this adds significantly to the power level and micromanagement of the game, while adding relatively little to the entertainment value. I'd be ok with 40, I'm a little more reluctant to go as high as 45 but could be convinced if the majority are in favor of. Let me know what you think.
I stand with you, if you let me in.

For the reasons... well less is more in some weird way here. I used to play a lot of SP games with fast research and high site F, but eventually found that annoying.
Lots of micro in the end, with zero to none satisfaction from it.

Nowadays I favor having slow research, 40-45 site frequency, because it in a way engages the player more. It forces the player to make sophisticated decisions how to effectively distribute the scarce resourses and forces him/her to make use of more primitive spells too, because they need love also. Lower lvl spells make the difference when every1 is forced to use lower level stuff, therefore the brightest mind prevails. More thinking and playing, less random factors such as who is gonna be the researcher left alone long enough to march out the big guns in large numbers first.



But if allowed at all, I play it anyhow.
Here's my counter point to this. There are two major issues with low magic sites, and indeed the CBM gem gen changes, particularly the lack of clams: they make Blood much more powerful since you can't counter/compete with it with big Astral spam and they make caster nations a lot tougher to play. The usefulness of any bless is also considerably increased, which is a good or bad thing depending on how long in the game you think sacred recruitables should be a major force.

As for low research, the problem is that some nations desperately need a certain research goal. Patala for instance NEEDS Alt 3 by the end of year 1 to actually a) defeat rushes and b) expand in a not crippled manner. LA Utgard with a decent bless doesn't have this issue, for instance.

This, of course doesn't mean I have a major issue with doing a rare gem site game(slow research would be another thing :P) even playing a gem hungry nation.
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