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White Beard View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 18:19
The only players that will have any benefit from this is the attack happy bunch, the rest well we are left out in the cold and have to wait for the  " it is comming soon " Nice way to keep the game balanced.
There is nothing there for increased production, nothing for adv res, nothing for defense.
And we still can't make a desicion until we know what the rest of the buildings are, so yeah well done
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Jane DarkMagic View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 18:19
So awesome... Very excited!
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Direct Link To This Post Posted: 15 Sep 2011 at 18:22
White beard, there are many things for increased production of advance res if you know how to look at it.
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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 18:23
Originally posted by White Beard White Beard wrote:

The only players that will have any benefit from this is the attack happy bunch, the rest well we are left out in the cold and have to wait for the  " it is comming soon " Nice way to keep the game balanced.
There is nothing there for increased production, nothing for adv res, nothing for defense.
And we still can't make a desicion until we know what the rest of the buildings are, so yeah well done


there is the rune booster, and others are coming
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Direct Link To This Post Posted: 15 Sep 2011 at 18:26
Originally posted by Juswin Juswin wrote:

This is good news TC! Question, how about a Mountain Warfare College?

Mountain is a terrain inside many biomes. 
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Direct Link To This Post Posted: 15 Sep 2011 at 18:31
Mountain is a terrain inside many biomes.

Yes, it is, but I think the point is that there are special techniques that RW people would use to fight on a mountain and that it is a significantly different terrain that training specifically to fight there is a useful thought. 
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Direct Link To This Post Posted: 15 Sep 2011 at 18:35
that would change little, since units that are good on mountains would have even larger bonus, so battles stats ratio would not change.
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Direct Link To This Post Posted: 15 Sep 2011 at 18:36
Originally posted by White Beard White Beard wrote:

The only players that will have any benefit from this is the attack happy bunch, the rest well we are left out in the cold and have to wait for the  " it is comming soon " Nice way to keep the game balanced.
There is nothing there for increased production, nothing for adv res, nothing for defense.
And we still can't make a desicion until we know what the rest of the buildings are, so yeah well done


This is an inane comment. Not only is there a rune boosting building, there are buildings to improve upkeep on Spearmen and archers (all three for defense). There are also buildings to improve upkeep on all the diplo units (meaning you can keep more of them in your city for defense). There is also a building to increase geomancy (which as stated above balances blights). There is also the foreign office that means you can see diplos farther away (yet another defensive benefit. So what does that make? Nine Buildings that help with Defense? And that's not counting if you live in the Arctic, Desert, or Jungle, in which case those buildings will be critical aids in defense.

The Architects Office improves creating buildings, the Chancery of Estates helps with Sov (both of these I would classify as "Production").

So that is eleven or more buildings that help with defense or production... Why don't you think a little before you whine?





Edited by Kumomoto - 15 Sep 2011 at 18:42
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Dakota Strider View Drop Down
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Direct Link To This Post Posted: 15 Sep 2011 at 18:38
Originally posted by Larya Larya wrote:

I see that there are buildings to make the casting of blights, even easier.  Yet nothing is mentioned that would give a player a defense against these spells.  Where is the balance?

The balance is Geomancy. Each Blight spell directly counteracts/is counteracted by a geomancy spell. Persistant Rain(Blight) is ~3% Clay production. Spirit of Earth(Geomancy) is +3% clay production. 


And where is the defense against all the Instant Blights?  Under current rules, nobody ever uses the type of blights that you mentioned.  But they can cast Instant Blights without even being identified by the victims city.

This thread describes the problem, and some possible solutions.  GM Stormcrow replied and stated that there were fixes in the works.  But these current updates seem to ignore the fixes, and will make the problem worse, before they make it better.

I will restate my position:  I am not against the blight spells.  I just want them balanced, with a sound defense against them.  Currently some players cast small blights on themselves, just to prevent opponents from casting a worse blight upon them.  That is a sign that game logic in this regard is flawed, when players have to manipulate game mechanics for protection.
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Direct Link To This Post Posted: 15 Sep 2011 at 18:38
Originally posted by Dakota Strider Dakota Strider wrote:

I see that there are buildings to make the casting of blights, even easier.  Yet nothing is mentioned that would give a player a defense against these spells.  Where is the balance?
You can cast a minor blight with a very high spell power and that will prevent instant blights being cast...
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