This is interesting because beforehand, when we assumed the allies all had their own domain (though the same bless), the decision making process for determining team-composition was largely based on strategy: you'd want members of the team to be able to cover for one another's weaknesses (vulnerability to rushes, lack of magic diversity, etc.) or who could enhance one another's strengths (having a death/fire nation forge research boosters for the team's research powerhouse so their team hits Elemental Royalty/Master Enslave/Tartarans/Real Ultimate Power first).Edi wrote:FrankTrollman wrote:How does that work? Midgård is a Cold power and Patala and Abysia both want it hot. Does being a Disciple of a nation that has radically different weather requirements doom you to terrible penalties, or is the weather adjusted somehow for the different national borders?Edi wrote:The Wild Weather Team: Midgård (god), Patala and Abysia
-Username17
It doesn't, which is why they got nicknamed all sorts of weather related things. They used Midgård for pretender and then bumped up heat scale to 3 for maximum points so Abysia and Patala would benefit. They got a lot of free design points for that trick to fuel the bless they put in (to boost the Abysian and Patalan sacreds), but in a situation like that the two teams that benefit more from the scales need to help support the third until it gets going because it will have a serious handicap. If you go that route, you need a good strategy to go on. As it turned out, the Wild Weather team spent enough time fighting the Axis of Evil that when the Bloodlords showed up they stomped the Axis down to the ground. Arco was the first to die, but Ulm and Jomon stuck out sieges that lasted over 30 turns. Most heroic last stand goes to Ulm, who beat up a numerically, qualitatively and magically superior siege force that outnumbered it more than ten to one off with a bunch of wolves, a wolfherd, half a dozen infantry, a dozen fortune tellers and a revenant before finally falling some ten turns later.
Weather is not adjusted for each nation. One god, one dominion, one set of scales for everyone in the alliance.
There are some exceptions to that, such as Mictlan's disciples not having #dyingdom and a few others. Don't remember if Miasma C'tis spread that for disciple nations as well. The nations that really don't work well as gods are MA C'tis (Miasma) and then undead Ermor and Dreamlands R'lyeh. I'd need to double check the exceptions, but they're not relevant for this thread anyway, as they will be in the manual.
Now that we know you all have to share the same scales it means you ALSO have to plan around how well or poorly those scales work for the members of the team. Hot nations will ideally want to be with other hot nations. Production with Production. Death with Death. That's kinda interesting despite, or perhaps because, it'll make finding the optimal teams rather more complicated.