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Divinations - Do We Need Te
#1
I played in a Pagan warlord game and then a Pagan titan game. I found that I much prefer no divinations, at least for PCs. I find the exploration aspect enjoyable and something like a mini-game - challenging and rewarding. I enjoy it so much I have not purchased a priestess in either of my individual games before turn 10, which is likely putting me at a disadvantage.

I put it out there for others - should diving for PCs be removed or significantly delayed? Perhaps to turn 10 as opposed to the current turn 4.

It would slow the game down and encourage more early exploration via agents and groups.

Thoughts?
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#2
(08-30-2024, 05:25 PM)davekuyk Wrote: I played in a Pagan warlord game and then a Pagan titan game. I found that I much prefer no divinations, at least for PCs. I find the exploration aspect enjoyable and something like a mini-game - challenging and rewarding. I enjoy it so much I have not purchased a priestess in either of my individual games before turn 10, which is likely putting me at a disadvantage.

I put it out there for others - should diving for PCs be removed or significantly delayed? Perhaps to turn 10 as opposed to the current turn 4.

It would slow the game down and encourage more early exploration via agents and groups.

Thoughts?

Personally, I much prefer divinations in a game. For one, evil kingdoms have a major disadvantage because they don't have the heal spell and must rely on priestesses to heal them. Second, it is easier to acquire quest artifacts because if you land on one, you can not hope to find the key for them, and thus it is a waste find. Three, I like the 587 order, where you can divine where an opponents groups are with a high priestess. Four, it is easier to find PCs in other regions, which can be a blessing if you are trying to dethrone a player who has four regions already under control and need to get locations fast. And five, agents only normally have a range of 7 squares, making it hard to get the lowdown on an opponent who has a large region. Just food for thought.
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#3
All fair points, Windstar.

I didn't articulate it well, but what I am advocating is putting off divination until a later turn - perhaps turn 10. Other priestess abilities would be available as normal.
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#4
(08-31-2024, 11:15 PM)davekuyk Wrote: All fair points, Windstar.

I didn't articulate it well, but what I am advocating is putting off divination until a later turn - perhaps turn 10. Other priestess abilities would be available as normal.

Maybe you mean no pop center divinations before turn 10. The artifacts are also divinations. so just pop centers. I do like this idea of just pop center divinations until turn 10 rest abilities all available. Nothing worse than have a kingdom attack you and know all your pop centers on turn 6 or 7.
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#5
(09-02-2024, 06:56 PM)CosmicWizard Wrote:
(08-31-2024, 11:15 PM)davekuyk Wrote: All fair points, Windstar.

I didn't articulate it well, but what I am advocating is putting off divination until a later turn - perhaps turn 10. Other priestess abilities would be available as normal.

Maybe you mean no pop center divinations before turn 10. The artifacts are also divinations. so just pop centers. I do like this idea of just pop center divinations until turn 10 rest abilities all available. Nothing worse than have a kingdom attack you and know all your pop centers on turn 6 or 7.

That is another skill set to attack your opponent before turn 10, and I wouldn't want to have that taken away from a player. I have been hit before turn 5 before, and I have hit others before turn 10, but it is all strategy and shouldn't be nixed.
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