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Age of wonders 3 unifier class2/12/2024 ![]() ![]() ![]() With 2 or 3 league levels (so 12 to 28 players). Then the #1 is promoted to the league above and the #3 and #4 are relegated to the league below (only the #2 stays within his current league). Each group has 4 players who play each other exactly once during a season (so about 6-9 months per season probably). So I'd rather go with either +33% RP per building (Lab, Observatory.) or remove the RP change altogether and just have a Fast Population settings which keeps only the population change.Ī "championship" is being considered. Regarding Fast Speed, I changed my mind: the issue is not really with "normal" research, I still think it does not boost Rogue or Theocrat through Bards or Evangelists that much.īut -25% RP cost means all the sites giving RP as a reward are much more useful and that's an issue. ![]() And it should further slow down the pace of the game, advantaging production strategies. It should also make it harder to sustain mind-controlled units as less gold will be available. That should hurt more Rogue and Theo who can easily pick them with Crows and Cherubs. My limited experience so far (2 games) is that production classes benefit as much as Rogue and Theo and a rapid calculation shows that Bards are acquired only 2-3 turns earlier than with Normal speed, while Evangelists are maybe aquired 4-5 turns earlier, which should not make a big difference (for Rogue at least).Īnyway, I'm thinking about another change to the settings (probably not for a tournament as I don't plan to organize any, but for "standard games"): removing Treasures (gold and mana stashes). Some players claim it helps Rogue and Theo because they get faster access to Bards and Evangelists (obviously they do, that's the whole point of making research faster), but without any real analysis of the situation. ![]()
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