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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old January 14th, 2010, 04:10 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod 1.6

My first comment seems like a lot of those changes are simply counter to the style of CBM as a whole--QM doesn't like changing mage paths.

Regarding Abysia...at most you would want to make Warlock Apprentices recruit anywhere, and that changes the whole feel of the nation. Furthermore, you would also have to change at least MA Abysia with the same change. It for sure would make them more powerful by a substantial margin, but it also makes them a full-on blood nation.

It would make sense to give Agartha Heat-1 or 2, seeming as everyone takes it anyways, and it would benefit them to have some extra design points.

In general the 'recruit anywhere' suggestions are thematic minefields. Just look at the MA Man warden fallout(I for the record approve of that change, but many others didn't).
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