Arnuz: They're also the ones that need most time to reach the deep, it's quite surprising that I ended up possessing most of it.
I know for the Dwarves at least, that the only route into the depths was blocked by the Dwarven hero. I had the choice to kill the hero to gain access, or wait until I could find Elven cities to build nymphs. Even if I had chosen to kill the hero, it was still going to take time. My third plan for getting into the depths by rushing warp party, but the Dwarven hero moved by that time. If the hero hadn't moved, I doubt I would have add the opportunity for any access into the depths. Aside from blocked access to the depths, Dwarves also didn't have water magic, so peace-time blockades, or other water capable creatures (solid work with the beholders by the way) would cripple any efforts for the dwarves to expand. On lava dwarves were fine because you can run cannons in with fire-halo (accessible from a wizard tower). If you placed a beholder on water, there wasn't much dwarves could do (dwarves have some deficiencies with water and air).
Arnuz: Another funny bit: I had a flying galley trying to transport my stacks of mixed archers from the area surrounded by lava that I took from the goblins, but it couldn't because of your damn balloon full of fire-halo'd bombardiers!
I was hoping you wouldn't notice the enchantments and just try to mount an attack to see the surprise. My other trick was going to be to town gate a firehalo galeon into the lava to launch attacks
Arnuz: I "lowered terrain" in the mountains close to the 2 caves that bring the dwarves to the surface, so I was closer to attack your rearlines than you realised, but Ham was around there and with some archers he would have easily repelled that. My last line of attack was the driller that was tunnelling towards the farms to the east of your capital, 1-2 turns for an airship to do so on the other side of the river.
I'm surprised you didn't just dedicate a freemove boat or two instead for the cause.
Arnuz: 3.On warp party: in Eve Online there was a saying, what helps the solo helps the blob relatively more. Or, whatever tools the underdog can use to fight the higher force, the empire can exploit more. Warp party doesn't differ. If you're using it to menace me at 19/9 hexes from a city that you conquer, I can do the same but those hexes represent a much higher percentage of your lands.
I see the opposite pattern. My thought on this was that when an underdog is surrounded by a snowballing enemy, warp party has a higher percent chance of landing you in their vulnerable territory (because they have more of it), where the snowballing player will likely end up warping into their own territory. Warp party is more valuable to the underdog.
Notably, I was actually hoping to get into the depths when I warped. I had eagles ready in hopes of grabbing mana. It just so happened that it didn't matter which direction I ended up, I would be near your structures.
Arnuz: OTOH, I saw your post about 19/9 hexes only after my previous comment so I consider it less problematic now, but make no mistake: it's more a tool to win harder not to resist the winning party. In this case you had more casters which matters, but usually I'd expect a snowballing player to have the advantage - either heroes or mana...
Hey! I'm happy to see my notes coming in handy. I still update the
gameplay design thread whenever I find something new. A plan of mine was foiled this game when I figured out that towngate only checks the target hex + 3 hex radius.
Arnuz: On the other hand, I think you converted the elven 4 square city, that's unattackable, and with a small node it's the perfect place to warp party in my rearlines on the surface. The only defence against that that I could think of is mana leak.
Unfortunately, despite the tower guards being up for a bribe, the city is not. To make matters worse, that is one heavily defended 4-block that would take enormous resources to gain control of. I made a dock, made a boat, moved a troop over, only to find out that the city is not for sale. I had no way of breaking the walls to even try to mount an attack. If there had been at least one wallbreaker or climber, I maybe could have micro'd the city into submission. If I was close enough to cast wind-walking, occassionally that will let you attack walled cities as well. If I had owned the city I probably would have converted it to human to get air galleys.
Arnuz: I don't think there's a balance problem. As long, that is, as all the players realise what this map entails: a race to the giant vault. That's where the fight takes place, because owning it makes it pointless to fight for the other nodes, invest in fixing the teleporters that bring to the 4-node corners in the deep, and owning more than the cities that can send quickly reinforcements to the vault. So, the advantage goes to goblins and dwarves, which are the closest to start from the teleporters.
Goblins maybe, because they have wyvern and can just bypass obstacles and water. Dwarves? maybe with the Swirlmount 1 layout if the hero wasn't blocking the way. I'll give a more in-depth analysis of the layout of the map later, but do you feel it would worsen the map by removing the giant centre mana vault?
Arnuz: Air magic rules in a race... magic item list
If there's anything I've learned it's that a 8x3 roaming pack of archers with destroy any squad of 10/10/10/10 heroes. Air is good, but earth magic with freemovement is better (if mana is not massively abundant), and so is having access to water magic for a vault that is covered in water. Eagles are great, but they are mid-to-late game, frogs are a starting spell. Waterwalking is less expensive (and an earlier spell) than wind-walking.
Arnuz: Well, if all the players realise that this is about the race, then this beautiful carefully crafted map becomes less and less relevant the farther away you go from the 4-square cities and the teleporters to the deep, quickly reaching irrelevance. I'd play azracs much differently now. I would say that this is what needs to be fixed.
It definitely is a beautifully crafted map, and I always look forward to Southern's work. But! I do notice that sometimes little quirks in the map cause grief.