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  #21  
Old May 23rd, 2008, 09:30 PM
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Default Re: No Magic sites

This does sound interesting. Nice and simple.

I imagine this would whack out a good deal of micro.
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  #22  
Old May 23rd, 2008, 09:45 PM
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Default Re: No Magic sites

I would not like to see the Bless, nerfed. I think that would be fairly thematic with a no magic motiff. Knights Templars and all that. I would not like to see the magic on the Pretenders restricted,either, just for that reason.
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  #23  
Old May 23rd, 2008, 11:12 PM

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Default Re: No Magic sites

post removed for being stupid
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  #24  
Old May 23rd, 2008, 11:15 PM
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Default Re: No Magic sites

I also think it would be better to allow *some* magic on the pretenders. I could see it totally open, or at the least just capped at 4. Only allowing the minor blesses keeps them from being the focal point of the game, but still allows a little more range of strategy than "+3 all scales, build troops, go!".
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  #25  
Old May 23rd, 2008, 11:40 PM
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Default Re: No Magic sites

Good Point, "Doors Man". It allows for a "military" scenario, but still allows for the differentiation for the different nation's sacreds.
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  #26  
Old May 24th, 2008, 06:04 AM

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Default Re: No Magic sites

Quote:
jimkehn said:
I would not like to see the Bless, nerfed. I think that would be fairly thematic with a no magic motiff. Knights Templars and all that. I would not like to see the magic on the Pretenders restricted,either, just for that reason.
Yes, yes, thematic and all that. The problem is that with that setup, the hardcore bless nations become completely invincible. The balance of the game will be completely off.

I'm cool with stuff that is thematic but not at (such great) cost of game balance.
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  #27  
Old May 24th, 2008, 03:48 PM
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Default Re: No Magic sites

Not sure if I agree or disagree. Trying to evaluate that, would an example be Vans? What others?

The 4-star blessings being:

+2 attack
20% air shield
+2 defense
+2 reinvigoration
+1 magic resistance
+100% affliction chance
+5% regeneration
+2 strength
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  #28  
Old May 24th, 2008, 10:02 PM
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Default Re: No Magic sites

Personally I think the first rank minor blesses seem reasonable. Nothing overpowered by any means, just some options and variations on how to organize your military. No one is going to be making hardcore thugs with those blesses.
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  #29  
Old May 24th, 2008, 10:54 PM

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Default Re: No Magic sites

To me it would seem a waste of points to put all that magic on a pretenders when it won't be able to cast any decent spells
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  #30  
Old May 24th, 2008, 11:23 PM

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Default Re: No Magic sites

This is very interesting to me. I think if I were creating it, I would use these settings:

Definite:
--Age: Late
--Map Size: 200-300 provinces
--Magic Sites: 0
--Spell Level Limit: 3
--Research: Very Hard
--Pretender: Limited to level 6 in all schools of magic
--Worthy Heroes mod
--Conceptual Balance (Pretenders and Scales ONLY) mod

Possible:
--Ban Ermor and R'lyeh
--Few scattered water provinces, rest land
--Pretender limited to level 4 in all schools
--No independents mod
--Level 1 spells moved to level 2, 2 moved to 4, and 3 to 6
--Ban Caelum and Arco (tramplers may be overpowered)
--Limited selection of MA and EA nations permitted if desired (i.e. MA Man, EA T'ien Ch'i, etc)
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