There are some rules that are in there because that is the way Erfworld functions according to the comic. Also, please note that a level 5 city produces an heir in 15 turns. You can speed that up a lot with either turnamancy or moneymancy.BLANDCorporatio wrote:Before handling more esoteric suggestions, like what other critters to invent, how about we discuss some basic things (arguments hidden in spoiler tags):
1. "Pop an heir" is a useless action
Check the rules again. The shockamancer spells ignore defense, which makes the spells very powerful against high defense stacks. For example a full stack of wild unit dwagons would have a defense of 160. A Greater Hadoken spell would do 0 damage to the stack, whereas a Chain Lightning spell would croak two of the dwagons.BLANDCorporatio wrote:2. Several Shockamancy spells are useless (to Shockamancers)
I think we need to test the game to establish whether this is true or not. Also your argument that warlords take too long to pop, but that they have great value for doing lots of things seems to be contradictory. So far in the Elder Gods game, we have some players popping warlords and some promoting them. Also, keep in mind that warlords popping can be sped up by moneymancers and turnamancers.BLANDCorporatio wrote:3. Popping a Warlord is nigh-useless
Also needs to be tested, but really... The existence of a rule does not force a side to useit. Make mines if you want to and don't make them if you don't want to.BLANDCorporatio wrote:4. Resource points are nigh-useless
BLANDCorporatio wrote:5. The game is too damn slow!
And I won't spoiler hide this one. It takes 5 turns or whatever to pop a mine. It takes 8 turns or whatever to pop a warlord. Do you think anyone will still be playing in month 3, which is when, due to slow turn-over rate, we'll get to have a second warlord?! Second warlord, yay. Now I have two people to send out for months at a time to build mines.
Be realistic. There's no way a human GM can manage a whole Erf sim in such a way to balance high turn-over rate, real-life commitments, and several players who have yet to post their orders. Think in these terms: two turns a week is the best you can hope for, so make it so that a lot can be done in two turns.
I've started playing two Erf-sims game, and watched a third. NONE survived to the point where players actually did something interesting like campaigns. I'm playing another Erf-sim, which I fear will go the same way. The speed issue must be fixed, pronto.
That is why I made the fast start rule. Yo get an heir and a warlord and lots of shmuckers so that you can start popping units faster. I really don#t understand why every Erfworld GM so far has preferred starting with the Lone Ranger start. I can tell you that I have no interest in processing 40 turns of orders for 5 players just to get to where we would be on Turn 10 with the Fast Start.