Very good point re: intercession and the way(s) around it, and it strikes me that the fix for that particular effect ought to be two-fold:
First, up the cost (and possibly significantly). That's a pretty powerful ability (to nullify an attack) for so little mana, even if it can be countered by a purge.
Second, perhaps make it such that the province in question becomes "immune" to attack for that turn, and not just granting a free pass from that singular attack.
(this isn't an official change, btw...just me kicking some ideas around to foster further discussion on the topic).
I also like the idea of reducing the size of the pool of the three effects resources (or raising the costs of everything, which would accomplish the same goal) in order to reduce the number of effects in game, but I don't want to do that just yet. I am wondering if part of the problem is that there are so few effects that you're just getting bombarded with a few ad nauseum, and that with a larger population of effects and more stuff to spend resources on, the problem would smooth itself out (ie., there are some effects coming that are more informational, not really attack/defense oriented) that would help burn those resource points, and provide valuable intel or other effects (thus reducing the overall pool available for offense/defense).
That remains to be seen, but I'm willing to give it a chance to work before we try something else.
-=Vel=-
First, up the cost (and possibly significantly). That's a pretty powerful ability (to nullify an attack) for so little mana, even if it can be countered by a purge.
Second, perhaps make it such that the province in question becomes "immune" to attack for that turn, and not just granting a free pass from that singular attack.
(this isn't an official change, btw...just me kicking some ideas around to foster further discussion on the topic).
I also like the idea of reducing the size of the pool of the three effects resources (or raising the costs of everything, which would accomplish the same goal) in order to reduce the number of effects in game, but I don't want to do that just yet. I am wondering if part of the problem is that there are so few effects that you're just getting bombarded with a few ad nauseum, and that with a larger population of effects and more stuff to spend resources on, the problem would smooth itself out (ie., there are some effects coming that are more informational, not really attack/defense oriented) that would help burn those resource points, and provide valuable intel or other effects (thus reducing the overall pool available for offense/defense).
That remains to be seen, but I'm willing to give it a chance to work before we try something else.
-=Vel=-

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