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December 24th, 2003, 08:45 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Defining pretenders
Quote:
Originally posted by Gandalf Parker:
The thing is that as we move into multiple player games, even sucky strategies can earn major bonuses for NOT being what others are going to do or expect. Dont toss things based on "good" or "not good". Classify them with "pros and cons" and keep them in them in the box marked "time for a change of tactics"
-- Even if someone cant be a good player,
they can be a surprising one.
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And a surprise might be enough in itself to earn you a victory.
But, how are you going to surprise someone when you *need* to (that is, when the game is going adly), if you have "different tactics" -box full of different pretenders? It's not that easy to find a strategy that fits a pretender you created for different strategy... I admit, playing a game in which you create a surprising pretender can be fun, and you might even win. But playing a race that can win the normal way you have better chances of winning (I think).
Anyway, as I'm still waiting for my copy of Dom2, can anyone tell me is there any reason to play with Turmoil? As Maenad seem rather weak and I would like to use Pangaea's new strengths (seemingly Centaur warriors), and reading the Posts of this forum, it seems going for Order/Misfortune is much better. I hadn't realised it's 50% difference in gold if you go to Tumoil+3, and that definitely has an effect in play... I don't know what I'm supposed to do with that money.
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December 24th, 2003, 09:21 PM
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Sergeant
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Join Date: Sep 2003
Posts: 296
Thanks: 0
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Re: Defining pretenders
Quote:
Originally posted by Endoperez:
quote: Originally posted by Gandalf Parker:
The thing is that as we move into multiple player games, even sucky strategies can earn major bonuses for NOT being what others are going to do or expect. Dont toss things based on "good" or "not good". Classify them with "pros and cons" and keep them in them in the box marked "time for a change of tactics"
-- Even if someone cant be a good player,
they can be a surprising one.
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And a surprise might be enough in itself to earn you a victory.
But, how are you going to surprise someone when you *need* to (that is, when the game is going adly), if you have "different tactics" -box full of different pretenders? It's not that easy to find a strategy that fits a pretender you created for different strategy... I admit, playing a game in which you create a surprising pretender can be fun, and you might even win. But playing a race that can win the normal way you have better chances of winning (I think).
Anyway, as I'm still waiting for my copy of Dom2, can anyone tell me is there any reason to play with Turmoil? As Maenad seem rather weak and I would like to use Pangaea's new strengths (seemingly Centaur warriors), and reading the Posts of this forum, it seems going for Order/Misfortune is much better. I hadn't realised it's 50% difference in gold if you go to Tumoil+3, and that definitely has an effect in play... I don't know what I'm supposed to do with that money. You can take the middle of the road and have Order 0, Luck +3. You have less income but you'll have some luck events; and better results for "cross-breeding".
120 points are a big deal but if you intend to use a cheap pretender (e.g. Wyrm, Dragons), it's affordable.
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December 25th, 2003, 12:10 AM
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Corporal
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Join Date: Dec 2003
Location: Land of the Setting Sun
Posts: 195
Thanks: 0
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Re: Defining pretenders
Okay, let me try this one more time (with a MUCH better understanding than the first. Thanks again for all the informative responses!). Pretenders are designed to fill at least one of the following functions (in no particular order):
1) Bargain. The best way this pretender can help their nation is by being personally weak so that the nation can be strong.
2) Search. This pretender will have at least three spheres with at least two picks each. Because of the time intensive nature of searching, this pretender is unlikely to be much of an asset in creating items, researching or winning provinces in the early game, though they may very well excel at any of these later on.
3) Research / Craft / Summon*. This pretender stays at home and minds the shop. They have whichever magic picks are most conducive to generating greater research and/or producing items and/or performing summons*.
4) Blessings. Has picks of four and/or nine spheres in every college of magic they have. A Bless Effect pretender will also fit one of the other roles.
5) Combat. Needs to have reasonably high hit points. Can be a simple fighter, a magic caster or a combination of the two. Can generally benefit greatly from some item support. Some care needs to be taken not to risk them unduly.
6?) Stealth? No one's mentioned it, but I suppose you could make a stealthy, high dominion pretender in an attempt to covertly spread dominion and spy out weaknesses. Seems risky, but a nation like Machaka (which starts scoutless) could benefit.
~Aldin
* summon = any global casting
__________________
He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
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