Conceptual Content Mod
So I was talking to QM the other day about a mod project that I�ve been considering for a while and he�d been thinking about a similar thing. While I enjoy bringing entirely new nations to dom3 and will continue to do so (currently working on lizardmen) I also love the basegame nations and often feel like adding stuff to them, particularly when using a nation that has a very short recruitment list or a glaring lack of national summons.
My original thought was to produce a mod which added exactly 1 national spell and 1 new recruitable unit to each nation, ensuring that this new content was thematically on point and if possible gave the race a new strategy (so a niche unit or spell) or helped balance it a bit. I also wanted to avoid replacing anything currently used by the nation � so no flat out better infantry, no atavi longbows, no pale ones with more suitable weapons and shields,� nothing like that. Instead I might give Jomon a battlefield Koga Ninja troop, or Machaka a pygmy with animal awe for elephant killing duty, or a DN vine based entangle spell that also poisons or causes fear for LA Pangaea.
I like this idea of 1 unit and 1 spell for each nation. It gives a clear goal and everyone can tell fairly easily what�s been added. But on the other hand it�s clear that some basegame nations have plenty of content while others are rather bare � particularly those with no national spells whatsoever. So while I think 1 unit and 1 spell would be a nice minimum to aim for, clearly some nations could use more love than others.
I think a good idea to start would be just looking at the MA nations. At this stage I want to plan things out a bit so I thought I�d get feedback from you fine folks. Any great ideas for content? Which nations need it most? Which have a glaring lack of something?
QM and I agreed that while some national spells could be summons, it might actually be more interesting to add new combat spells rather than rituals, because non-summon national spells are a bit rarer in basegame.
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