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Old December 5th, 2011, 08:06 PM

Mightypeon Mightypeon is offline
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Default Making non Magic national commanders more worthwhile

Greetings,

something that kind of bugged me was that there is nearly no reason to ever recruit national commanders that arent mages and that do not have thug potential.
Basically, armies in Dom 3 are commanded by mages, and a splattering of cheap indie commanders that do not compete with valuable mage slots.
I do not have any idea wether the following ideas of improvement are worthwhile, but I would certainly like to hear some feedback:

-Ability Logistican:
--Reduce Supply consumption by a value of X-how many troops he is commanding

-Ability Strategic movement:
--Increase Map Move of commanded units by 1, up to the value of the commander itself. Could perhaps be done by copying and modifiing the effects of the Flying carpet a bit.

-Ability trusted commander:
--Units under his command are more likely to stick to their orders, when doing stuff like attack rear for example

-Ability beloved commander:
--When the commander dies, units under his command go Berserk instead of routing

-Ability Excellent Defense instructor:
--Units under his command get +x defense

-Ability Excellent Offense instructor
--Units under his command get +x offense

-Ability Excellent physical Drillmaster
--Units under his command get +x hitpoints

-Ability Ambusher
--Units under his command get off one shot/Movement+attack prior to the start of the battle, enemies still have to be in range

I am quite doubtfull that this can be implemented (they game does somehow know during a battle who is commanding whom, but I am not sure wether on battle effects can be made in a way to only apply to units under the commanders direct command).

Other ideas:
-Make certain Cap only recruits available outside of the Cap as Commander retinues.
For example, MA Ulm may recruit Black Guards and Black Guard captains at its cap, everywhere else they may recruit a Black Guard captain that comes with a retinue of 5 Black Guards.
This way, in non cap castles, the ability to recruit limited amounts of Cap only units would compete with the ability to recruit mages. This should be done for decent but not game breaking Cap only units, like Guardians, Warriors of the 5 elements etc.
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