DeletedUser
Guest
To have a successful game you need lots of players. Both the academy and the tournaments are available at the early stages of the game,
Is my neighborhood perhaps atypical? My dead cities are players who quit due to boredom during setup or shortly thereafter. Only 4-5 of the 280 made it into Section II before quitting. I guess Inno ran the numbers?
Sorry for the double post - couldn't get the quote inserted into an Edit mode
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Tournaments and Magic Academy offer us an [un]wonted opportunity to rethink the calculations of our game.
Right now, for those of us who calculate score, Workshops and roads are the key variables. The fewest of both determine the highest scores (of course excepting the Snail Palaces, which are automobiles in a horse and buggy world).
Supplies have become the key focus - how to get them without building so many Workshops (ugh, at 78/grid score). Even though the Spells aren't as powerful as I'd like, and even though I can't use Ensorcelled Spells at all...it's possible to use the Academy to increase available grid space. The problem remains, however:
It's unfair to mandate the Academy for all players because only a Level 4/5 Academy can produce enough advantage to justify the 25 grid spaces. Players who don't opt to pay find their progress slowed. In the case of the Academy, no-pay players are actually penalized by having to devote space to a building detrimental to their overall game. No-pay players now can't cycle through Quests to obtain necessary supplies, either. So, less space, fewer supplies, no remedy except to pay up. This sucks.
In a nutshell, if you pay for a fully-upgraded Academy, work the Tournaments, and stick to Supply spells, you can reduce the number of Workshops currently required. It's NOT as efficient as using the Quests for Supplies (so players like me who run our entire cities on 6 workshops will be less competitive) - but for most everyone else, you'll be able to have fewer Workshops, i.e. higher scores or more space for Wonders.
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