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  #21  
Old September 17th, 2008, 10:07 PM
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Default Re: New Nation Suggestion

You kind of have to separate the two. Turkey is a Muslem country, and the Turks have been in that part of the world for centuries, so there's a lot of cross-over. Whoever does this nation will have to work hard to introduce Turkish elements into the body, the look, the way things work. And I agree about the late age-there are definitely uniquely Turkic elements to concentrate on, but you've still got a majorly Islamic nation in a mainly Islamic part of the world. I think it would be smart to concentrate on the Indian elements of the Mughal Empire, and Burkhan elements of more recent myths.

And there's really no good reason why you couldn't continue the Cappadocian flavor of having their starting Province always be a cavern. That in and of itself would separate them from any generically Persian/Muslim nation.
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  #22  
Old September 18th, 2008, 10:50 AM

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Default Re: New Nation Suggestion

I have an idea for a new nation that doesn't really have anything to do with any specific nation or religion (as far as I know), so it's along the lines of Agartha I guess (which was a completely original creation unless I'm mistaken).

"The earth trembles as the great armies of the world march to war, the streams run red, the smell of carrion is in the wind and the forests burn to the ground. No more. In this age the forest will fell the axemen, the wind will bring its own bitterness, the water will purge all that is unclean and great armies will tremble before the armies of the earth. Mnetil, Armies of the Earth."

Well, that was crappy, but I think you get what Mnetil (means nothing) is all about. The land has risen to purge the unwanted.

They would be quite unique in that they would rely heavily on thugs of various kinds. Each fortification comes with a statue of the pretender (for example ^^) which would act as a low-level priest, only it had one unique ability: A toned-down version of Gift of Reason that only worked on Mnetil units.

The different units you can gain thusly would have a wide variety of stats. Some very high on natural protection, some very strong and some with extremely keen eyes (precision). All normal units would be very expensive, but forging would be extremely cheap. They would even have a few unique magic items that only they could forge and use.

They would possess all kinds of elemental magic and nature magic of course, but no astral, death or blood. Various summons would include "combinations" of various elements. For example thorny Iron Maidens with high protection and a sort of physical fire shield. Or Gargantuan Mudmen with no protection but very high defense skill (no other slots than weapon slots though).

Their armies would always be small, but half of them would probably be armed with some kind of magic weapon. That would be the main idea : )
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  #23  
Old September 18th, 2008, 04:51 PM

Spendios Spendios is offline
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Default Re: New Nation Suggestion

I'm still hoping for a Muspelheim nation.
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  #24  
Old September 18th, 2008, 08:59 PM
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Default Re: New Nation Suggestion

Me too. I was thinking about that the other day... I have no idea how it would be done, though. The best I've come up with so far is to make Surtr a unique high level summons for generic spells (or just Norse flavored nations). Another good alternate to Tartarians/Seraphs.
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  #25  
Old September 19th, 2008, 09:10 AM
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Arrow Re: New Nation Suggestion

Greetings!
Firstly, I agree that Turkish and Iran-based nations should be kept separate. As well as Arabic as such. There are simply too much material to squeeze into 1 nation per era.
This is also a thread which we started some time ago considering Arabian-based nations:
http://forum.shrapnelgames.com/showthread.php?t=38342
Please say what do you think about it, especially as LA was planned to be Ottoman Empire-based. I do not know how much Aezeal progressed in his work on EA since, but MA is almost finished. It's based on 10th-century Arabic states of Middle East, which used many Turkish mercenaries and had some Persian influence. I also have some problems with making art , but I think they will be overcome soon...
NTJedi also plans something, but refuses to disclose it for now.
As for Tamerlan empire it used mostly Mongol-style military and I'm not sure that we have possibility to model it adequately under current engine. Furthermore, LA Tien Chi is already based partly on Mongolian Yuan dynasty in China...
And considering Russia I heard that MA nation called Vanarus is planned, with human and Van troops (Van sacred) and using magic including Nature. As current Bogarus doesn't strike me as logical (heretics and orthodox church together, for example), I'm also working on a mod which splits this nation in 2. It's thread is here:
http://forum.shrapnelgames.com/showthread.php?t=38270
It's also lacks graphics for now, but they are underwork currently. The version uploaded there is for Dom 3.15. I'm currently trying to kill bugs appearing in it under 3.20 and will update soon. Any comments are welcome.
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  #26  
Old September 19th, 2008, 04:58 PM

JaghataiKhan JaghataiKhan is offline
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Default Re: New Nation Suggestion

What about a nation called Laputa?

A nation of highly intelligent human mage-engineers who are descendants of refugees from a far celestial sphere which was destroyed in a cataclysmic war over the aspect of a God(refugees from World War 3)

They lived in secrecy, in tiny underground enclaves throughout Early Age, arrived in small portals and magical vehicles, with seperated families barely in contact.

Years passed, and they improved their way of living through engineering and magic research. Wars raged across the world, and by tiny groups, waves of human,Deep Ones, Agarthans and other refugees arrived and passed throughout towns.

Tales of horrible treatment, blood magic, and pillaging deeply influenced the underground villages, and they united, and built a giant fortress complex with extensive physical and magical engineering, which evolved to a huge trading hub of many races, with humanity being the majority. Clockwork weapons, automatic turrets with magical guidance, nature gem powered farms, earth blood wells and refineries, and the Laputan Confederacy flourished under the guidance of a circle of the first generation of Human Wizard-Engineers that survived the "Crossing of the Void", their healths enhanced by magic.

As wars and atrocities came closer, peace was no longer an option. An election was held amongst citizens, and a war academy was founded, who employed powerful Astral Mages tapping into the memories of the worlds for knowledge. A seemingly infinite pool of magical knowledge except blood is at the command of the Laputan nation. All this effort attracted the attention of a God, sleeping, and yearning for a unified cause. Surprisingly, the God-hating wizards reluctantly embraced the awakening God of Unification.

Units: Clockwork warriors, mechanical boars and spiders led by wizards, skirmisher auxilaries of Pale Ones, Deep Ones, Humanbred Abysians, Caelian Harab swordsmen.(any refugee races people remember?)

Laputan citizens are mainly artisans, merchants and builders. They employ clockwork machines to smash formations, auxilaries armed with all kinds of ranged weapons fo wittle attackers, and astral powered mechanical eyes to spy, and deadly, magic filled assassins to take out enemy commanders. Schemers and plotters to the final degree, a direct head on combat is dreaded by Laputans.

Mages: Extremely powerful,semi immortal citizen mages(One Astral, at least 5 100 Percent random levels, and 2 20 percent levels), mage engineers with 30 Siege and 2 Fire 2 Earth,Castellan Engineers with 20 Patrol,20 Castle defense,1 Earth for repair,1 Nature to prepare food, and any one random magic except Blood and Death. Any employment of Blood Magic causes massive unrest and uprisings.
Tuatha Nature Mages, Pale One Geomancers, Shambler Water Mages, Harab Seraphs and Ermorian Flamen and Bishops swearing allegiance to the New God, all with reduced skills but VERY cheap. Priests are Flamen, Bishops and War Priestesses armed with Nature Magic and affliction healing, with very high leadership.

A Standard Bearer General with huge leadership, one Air magic(to make the flag snap in the air ) and large inspiration but with heresy(Fraternité,Egalite,Liberté, even from our God!)

Whadya think?

Quote:
Furthermore, LA Tien Chi is already based partly on Mongolian Yuan dynasty in China...
It was Kubilai Khan, IIRC...

Last edited by JaghataiKhan; September 19th, 2008 at 05:04 PM..
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  #27  
Old September 19th, 2008, 05:25 PM
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Default Re: New Nation Suggestion

Yes, he founded it.
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  #28  
Old September 19th, 2008, 05:37 PM
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Default Re: New Nation Suggestion

My mod called Gem Valley has a different back story but very similar units.
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  #29  
Old September 19th, 2008, 05:43 PM

JaghataiKhan JaghataiKhan is offline
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Default Re: New Nation Suggestion

Once I get the game I'll bury myself in mods and 3 Abrahamic nations.
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  #30  
Old September 19th, 2008, 10:21 PM
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Default Re: New Nation Suggestion

I see no reason at all that a Mongol/Turkish, or strictly Mongol nation couldn't work in Dom3. I'm already working on a nation of horse-archers (the Parthians), and Mongols would just be somewhat more elite from there.

Ofcourse, it's the Parthian shot that would be difficult to simulate, but give them decent horse archers, good access to National "Rain of Arrows", "Flaming Arrows", "Blade Wind" or similar spells, and you can simulate it well enough. And it's really the Mongol "theme" we're talking about here. This isn't a flight simulator, after all. As long as it looks like a Mongol horde, and acts (somewhat) like a Mongol horde, we can call it "Mongols: The Golden Horde".

I doubt the Mongolians are going to complain about all the free advertizement.
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