Urzahil
2nd February 2008, 12:13 PM
>Taking one more SNA is a good thing, but not #4. An army SNA would
>come in handy later in the game but all SNA #4 will do is give me one
>starting CHAR with +15 challenge INSTEAD of possibly +10 skill
>points. And then there are the new CHARs that come into the game...I
>would much rather get new agents at 40 with a skill plus over
>challenge rank.
First, I don't believe that your one starting character bonus is
necessarily tied to any of your SNAs.
Also, the +challenge isn't as bad as many think. It does give you an
increased chance of +15 challenge, (the equivalent of a 1500 weapon),
which isn't a bad thing for high level agents that would rather not
refuse challenge. (Espcecially when you couple that with an actual
weapon.)
However, whatever the nation designer wants is best. Whichever SNA's you
most want is what you should take.
>Only bad thing about 100 MAA troops over 200 troops is that a 100
>troop army goes POOF if you lose one troop to an encounter. Believe
>me it happens...this would toss your war machines to the fire as well
>and cost you the 5K to bring in a new army. Better to start with 200
>MAA than to hire 100 more later or lose the army and start over.
>(damn Lossoth)
Except that you won't get encounters on the Turn-0 PDF, and you can
always hire another 100 MA on turn 1, before any possible encounter. The
extra 4000+ gold (from 100MA less and 3000 food more) is more than worth
it, in my opinion.
>CAP insurance...does this really come into play in a FA grudge game?
>IMO...nothing is as important as having extra camps, and saving the
>2000 every turn is like having 2 extra camps making 1000 gold every
>turn.
It absolutely DOES come into play in a grudge game. The only time it
doesn't is if ALL players from all allegiances agree to pre-arranged
start locations.
Grudge game or not, you can get kicked from your 1st (or 2nd) starting
locations, and unexpectedly find your weak-military agent nation on the
frontlines. Then you've got to waste time hiring commanders and troops
just to survive. (I've seen this happen.)
However, as I stated above, these are just my opinions from observing
previous games. It is ultimately up to the player how to design their
nation, and no choices are techincally 'wrong'.
Have fun,
Mike
>come in handy later in the game but all SNA #4 will do is give me one
>starting CHAR with +15 challenge INSTEAD of possibly +10 skill
>points. And then there are the new CHARs that come into the game...I
>would much rather get new agents at 40 with a skill plus over
>challenge rank.
First, I don't believe that your one starting character bonus is
necessarily tied to any of your SNAs.
Also, the +challenge isn't as bad as many think. It does give you an
increased chance of +15 challenge, (the equivalent of a 1500 weapon),
which isn't a bad thing for high level agents that would rather not
refuse challenge. (Espcecially when you couple that with an actual
weapon.)
However, whatever the nation designer wants is best. Whichever SNA's you
most want is what you should take.
>Only bad thing about 100 MAA troops over 200 troops is that a 100
>troop army goes POOF if you lose one troop to an encounter. Believe
>me it happens...this would toss your war machines to the fire as well
>and cost you the 5K to bring in a new army. Better to start with 200
>MAA than to hire 100 more later or lose the army and start over.
>(damn Lossoth)
Except that you won't get encounters on the Turn-0 PDF, and you can
always hire another 100 MA on turn 1, before any possible encounter. The
extra 4000+ gold (from 100MA less and 3000 food more) is more than worth
it, in my opinion.
>CAP insurance...does this really come into play in a FA grudge game?
>IMO...nothing is as important as having extra camps, and saving the
>2000 every turn is like having 2 extra camps making 1000 gold every
>turn.
It absolutely DOES come into play in a grudge game. The only time it
doesn't is if ALL players from all allegiances agree to pre-arranged
start locations.
Grudge game or not, you can get kicked from your 1st (or 2nd) starting
locations, and unexpectedly find your weak-military agent nation on the
frontlines. Then you've got to waste time hiring commanders and troops
just to survive. (I've seen this happen.)
However, as I stated above, these are just my opinions from observing
previous games. It is ultimately up to the player how to design their
nation, and no choices are techincally 'wrong'.
Have fun,
Mike