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Momentum 3 - Finished - sansanjuan/Marverni and odeoderok/Ulm win! - .com.unity Forums
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  #1  
Old August 22nd, 2010, 06:26 AM

Valerius Valerius is offline
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Default Momentum 3 - Finished - sansanjuan/Marverni and odeoderok/Ulm win!

Game summary: remove the most powerful EA nations from the mix and make changes to allow all players a chance at various SC summons.


Basic settings

Age: EA
Players: 8
Hosting: llamaserver
Hosting interval: 24 hours up to turn 25, 48 hours up to turn 50, 72 hours from then on
Mods: modified version of CBM 1.6 and EDM 1.1 (see changes below)
Map: Land of Ethereal Squirrels with fixed starts
HoF: 15
All other settings default


Available nations

I've enjoyed Burnsaber's Cripple Fight series of games that include a mix of nations without a HoF victory. In this game I've focused on one era and used my own judgement rather than win/loss stats in selecting the available nations. I should note that of course this is subjective; especially for nations that were on the bubble it's not too hard to argue that nation x should have been included and nation y should have been banned. But the main point is that the nations most clearly at the top of the EA pile have been removed from play. If you think I've allowed a nation that is too powerful then I encourage you to choose it and show me and the other players the mistake I made.

So, here's the lineup of available nations (8 of 11 will be chosen):

Abysia
Agartha - ghoul31
Arcoscephale - Zeldor
C'tis - Squirrelloid
Ermor - Graeme Dice

Kailasa
Marverni - sansanjuan
Pangaea
Tir na n'Og - Valerius
Ulm - odeoderok
Yomi - 13lackGu4rd



SC changes

I've made some changes to SCs. Partly this is a rebalancing, but even more it's opening up SC options to everyone such that you'll have decent choices regardless of what type of gem income ends up being your strongest.

Tarts

The big change here is that tarts arrive as affliction free commanders. So, you *don't* need GoH or the Chalice to take advantage of them. Of course those things would be handy for healing injured tarts as well as other purposes - but they aren't necessary to summon them cost efficiently. Speaking of costs, tarts now cost 35 death gems, priced in line with other SC summons. Since they are all commanders there is no need for GoR.

With tarts being open to all players, as well as the other SC options available, I removed the nerf to their HP introduced in CBM 1.6.

Note: in order to make this work the way I wanted I had to copy one of the spells that summons a random commander from a predefined group (I ended up using Hinnom's Grigori summon). Since this spell summons from a group of 6 I had to drop one tart. I've removed the monstrum and made that a separate troop summon (tentatively Conj. 9, D6 caster, 12 gem cost). More importantly, since Grigori are unique summons each turn only six tarts can be summoned. Beyond that casters will receive a message that there was no answer to the summoning. That means this method doesn't scale well but with only 8 players and with tarts now costing 35 gems each I don't think we'll run into problems. If we occasionally do, well that's just a risk of summoning, similar to elemental royalty. Which brings us to...

Elemental royalty

I've always like the elemental royalty but felt they were somewhat underwhelming. So, I've given them boosts. First, they are non-unique. Note that this works just like the tart method described above, so each turn only 3 AQs, 3 WQs, 2 EKs, and 2 FKs can be summoned. As with tarts, the count resets each turn.

Other boosts:

AQ: HP 70, regen 10, recuperation, darkvision 100
WQ: HP 95, regen 10, recuperation, darkvision 100, Queen of Lakes has sailing
EK: HP 240, regen 20, recuperation, darkvision 100
FK: HP 120 and 160, regen 10, recuperation, darkvision 100

As you can see these changes are intended to give the elemental royalty durability and the ability to operate on equal footing with undead/demons under darkness.

Diversity summons

Only a few changes here.

Grendelkin: HP 240 --> 200, strength 38 --> 32, poor amphibian, CR 50, cost 40 --> 35 gems
Granite Cyclops: HP 80 --> 120
Ember Lord: map move 3 (technically 2 + flying)
Treant: cost 40 --> 35 gems


Misc. changes

Banned globals: Arcane Nexus, Astral Corruption, Burden of Time, Forge of the Ancients, Utterdark, Gift of Nature's Bounty
Banned sites: The Desert Eye (Ench. 50), Conjurer's Cave (Conj. 30), Mount Chaining (Blood 40), Oak of Ages (Ench. 50), Summoning Circle (Blood 60), The Blood Rock (Blood 30), The Cedar Pillars (Ench. 30), The Ebony Circle (Conj. 30), The Mountain of Power (Evo./Ench. 30), The Ultimate Gateway (Conj. 50), The Water Solstice (Ench. 50), Throne of Enlightenment (Ench. 30).
Well of Misery: moved to Evo. 8
Gift of Reason: reduced to 10 gems
Blood magic: under other circumstances I'd be inclined to nerf blood more heavily but with the nation mix here I'll go easy. Soul contract cost increased to 65B15F, lifelong protection to 40B, jade knives eliminated, vampire lords cost 100B, summon vampires 43B.
Attached Files
File Type: zip Momentum3.zip (57.7 KB, 450 views)

Last edited by Valerius; July 10th, 2011 at 11:01 PM.. Reason: Game finished
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  #2  
Old August 22nd, 2010, 07:03 AM

13lackGu4rd 13lackGu4rd is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

sure, I'll try Yomi. been wanting to tr them out in MP for some time now and in a normal game Yomi is just too underwhelming...
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  #3  
Old August 22nd, 2010, 07:34 AM

Valerius Valerius is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

Yeah, this is something I like about Cripple Fight-style games - it gives people a chance to play nations they like and not feel they're putting themselves at a disadvantage from the start.

I'm glad you chose Yomi - it will be nice to see Dai Oni have a chance to shine as the toughest recruitable units in the game.
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  #4  
Old August 22nd, 2010, 08:24 AM

don_Pablo don_Pablo is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

Very attractive.
But I have to skip because of having enough games.
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  #5  
Old August 22nd, 2010, 11:22 AM

Psycho Psycho is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

No time for a new game right now, but I wanted to say 'Hi'. Interesting settings, I'll watch this one to see how it goes.
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  #6  
Old August 22nd, 2010, 11:38 AM

Zeldor Zeldor is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

Hmm... pick better map, please?

I guess I can play small game - Arco, Ermor or Kailasa for me. Dunno which one.
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  #7  
Old August 22nd, 2010, 11:52 AM

PriestyMan PriestyMan is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

i hope that map wraps around, otherwise it really is pretty terrible
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  #8  
Old August 22nd, 2010, 12:02 PM

13lackGu4rd 13lackGu4rd is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

well, this would be a great game to test your EA Aby guide FL
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  #9  
Old August 22nd, 2010, 01:17 PM
Squirrelloid Squirrelloid is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

Water Queens are already virtually invincible in water. I'm not sure they need buffing. Especially not regeneration, since they already have something like regen 40.
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  #10  
Old August 22nd, 2010, 01:26 PM
Squirrelloid Squirrelloid is offline
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Default Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!

Anyway, I'll give C'tis a go.

TC should probably not be on this list. Hopefully no sporting player will select them.
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