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 Explaining turn #8

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Explaining turn #8 Empty
PostSubject: Explaining turn #8   Explaining turn #8 EmptyWed Jul 29, 2009 9:37 am

Looking at the Basic Data

Mesnoth's faith and fear points took a jump this turn because he's set up some form of organized worship with a visible flashy effect and he's got fear points now because he is blamed for the disease. His numbers are way up and his people love him even though none of them thus far has been a real fanatic.

The player seems very happy with his progress and he is doing good. When we compare him with Drethnor he's got about the same population. Drethnor has more faith/fear points because he's been throwing around a lot of visible displays of power lately, but Mesnoth has a lot more technology.

Who's in the lead? Players who just look at totaly power (fear + faith) would put Drenthor in the lead, but that tech advantage can make a huge difference on the ground, so it's pretty much a tie.
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Explaining turn #8 Empty
PostSubject: Re: Explaining turn #8   Explaining turn #8 EmptyWed Jul 29, 2009 9:54 am

Looking at the description:

For once everything seems to be going according to plan. The player has been making small careful steps to get his people right where he wants them and because of it he's about where he wanted to be from the start.
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Explaining turn #8 Empty
PostSubject: Re: Explaining turn #8   Explaining turn #8 EmptyWed Jul 29, 2009 9:55 am

The Conversation

The really interesting thing here is how the player spent the last few turns setting up a form of ritual magic based around his altars. In this game many players base their civilization on some form of magic. In this case the magic is centered around worship of the god and specifically on his sacred altars. Right now it is very weak but the way he's set up the goundwork these past few turns is impressive.

First he aquired a powerful object, the dead crystal seed, remember on turn one I told him if he got a dead seed he'd better do something good with it. Using it as his primary altar and tying a system of magic to it has lowered his costs for setting up rituals by quite a bit, though the player doesn't realize that. He just thinks it looks cool.

After that mesnoth made the first ritual and specified a few things that seem to apply to this form of magic. It happens at the altar, and the effects don't work outside of his "aura", those limits further reduce his cost for rituals, and while he has to pay an upkeep cost for the magic each turn 1 point will hold for many rituals if he doesn't get too flashy.

Third he made a ritual to make more altars, which will raise the cost of rituals a bit. But as an experienced player he was clever in how he did it. He made the ritual hard, had it require a personal sacrifice from a lot of people, and put limits on it. That helped keep the cost for THIS ritual down by a lot.

I expect that more rituals will follow quickly once the altars are up. From here the sky is the limit for Menthos' priests. This turn we can really see the players strategy starting to come together.

Where Drenthor has been doing big flashy acts that change everything instantly and shock the population into noticing him, we once again see Mesnoth setting things up with one small action after another. Carefully going exactly where he wants over a long period of time. I can hardly wait to see what he does next!
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