- enough jewels to buy 4-6 magic powers, depending on how many you
start with
- enough iron to up your combat bonuses to truly gross levels
- a sh*tload of food
By themselves, the magic and combat bonuses usually work out to about 3-5
points above what you'd get if you bought them directly, which is an
advantage, but nothing compared to what the food does. It, of course,
converts to gold during the first update - something like 12 MILLION
in gold. Enough to buy and maintain, oh say, 10,000 mercenaries, more
if you're really greedy. In one game, I was able to take out noria on
about the fifth turn.
The solution, obviously, is to limit the number of resource doubles allowed
to something more balanced.
I like the new unit types, but I haven't had time to set up a big multi-
player game yet, so it remains to be seen (by me that is) how they really
function and interact.
Two other bugs I have noticed: The Cavalry Power doesn't seem to work, but
since it doesn't really make sense now that you can buy Cav units, I just
made it go away. Second, when you start the game as a Destroyer, it also
turns your Capital to desert, which makes it pretty tough to draft troops
for several turns, until you build a city outside the desert zone.
Cheers, Ron
Take a Dwarven Wizard. Buy one level of regen, and put EVERYTHING else into
magic powers. When the game starts, tka
take 4 sectors--Your starting capitol, one farm land, one gold mine, and one
iron mine. Sit back.
There's NO limit on population increase. You gain almost 200 points per update,
your four sectors have about 500-600 soldiers, no one can take them, you
can raise more people in an instant from your capitol if needed, and you just
let everyone else fight it out and then clean up after them.
The big problem with this is that population increase is adjusted by number of
people in a spot--there's no NEED to expand in this game.
Michael
Per 1000 1000 100K 100K 100K Magic 10
Races Sector People Soldiers Gold Jewels Iron Power Ship
"wizard" EH 0 2 1 0 3 5 20 0
Thus you are pursuing the correct strategy for your nation... The only
solution that I can come up with is to make production ability fall off
with increasing usage (% chance of reducing the iron/jewel value of a sector
by one based on amounts mined - % chance per sector per turn of "finding"
new raw materials and adding to production ability), and make reproduction
fall off if too many people are in a sector (1/2 rate if over 50K
people/sector)... Maybe I will do this in the next release... Hmmm...
But honestly... a wizard type should not necessarily want to expand **too**
much... leave that to the colonist types...
The Ed
You miss my point. Conquest will let you have a million people mining a sector,
they will still grow at 10% and the mine will not run out.
This is broken in both ways.
There should be a limit to the amount of space a sector can hold. A non-city
should not support as many people as a city. A mine should eventually run
out--slowly, dropping from 9 to 8 to 7 .... to 1 to 0. A farmland might
runout eventually, if you don't rotate crops. Etc.
This is the big problem in conquest. This is why I can't play it anymore.
The Dwarven Wizard example I gave is the biggest abuse of this--a normal
player is very good to get 30 points per update, this player can get about
200 points per, and after everyone else has wiped themselves out trying to
conquere the world, he can then wipe out everyone else. But EVERYONE has
these problems--the DW simply benefits the most from them.
Michael
--
: Michael Gersten uunet.uu.net!ucla-an.ANES\
: ihnp4!hermix!ucla-an!denwa!stb!michael
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: "This signature is too tame; anyone got some gasoline? "
Sounds like fun; could you use input from someone who has never played
Conquer before? Where can I get sources?
On another note, is there a site that archives comp.sources.games, like
killer archives comp.sources.unix? I do not have access to internet
ftp ...
--
Greg Limes [li...@sun.com] frames to /dev/fb