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  #21  
Old August 15th, 2009, 12:21 AM
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Default Re: Momentum 2 - no hoarding, banned globals, tart changes, fast pace - Recruiting!

Wrath Lords can summon 1 ghost a turn.
Werewolves can summon 3 wolves a turn. (Gotten from Call of the Wild)
Mound Fiends can reanimate.

Honestly, I never saw any of the non-unique units-that-make-units make a real difference in a game. At least not by virtue of just making units. Often the opportunity cost of not using them as thugs is way too high.
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  #22  
Old August 15th, 2009, 12:37 AM

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Default Re: Momentum 2 - no hoarding, banned globals, tart changes, fast pace - Recruiting!

Dragar, I've signed you up as TC.

Thanks for the list AOE. I have to admit I also haven't heard of any of the units you mention (as well as faery queens) being abused. So I think I'll leave those as-is (less modding for me to do ) unless there are strenuous objections.

But I'll follow Archaeo's suggestion and mod vampire lords to eliminate their summon ally ability.
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  #23  
Old August 15th, 2009, 12:59 AM
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Default Re: Momentum 2 - no hoarding, banned globals, tart changes, fast pace - Recruiting!

I'm not too sure about removing vamp lords summon allies ability. After all there is already plenty of conflicting ideas about vamps being worth summoning in the first place. Actually Ive only ever really seen them used in two games and I stomped both nations that were using hordes of them against me.
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  #24  
Old August 15th, 2009, 01:03 AM
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Default Re: Momentum 2 - no hoarding, banned globals, tart changes, fast pace - Recruiting!

OK. I need a game, and this one looks good. Sign me up as Mari.
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  #25  
Old August 15th, 2009, 01:37 AM

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Default Re: Momentum 2 - no hoarding, banned globals, tart changes, fast pace - Recruiting!

Hi, Lingchih. PsiSoldier PM'd me that he'd like in 10 minutes before you posted. But if you'd really like to participate I'll step aside and just admin the game. Either way, I'll close recruitment now.
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  #26  
Old August 15th, 2009, 01:51 AM

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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

Regarding vampire lords, I know there's debate about the usefulness of the vampires they summon. Admittedly it's not as worrisome a prospect as when vampire lords cost 44 blood slaves in CBM as they did a couple versions back but I think I'm still going to eliminate this ability.
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  #27  
Old August 15th, 2009, 02:07 AM
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

Heh, no, If Psi got in first, you guys go ahead and play. I got in on this game late.
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  #28  
Old August 15th, 2009, 02:12 AM

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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

Ok, thanks. Sorry for the confusion.
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  #29  
Old August 15th, 2009, 02:13 AM
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

or, you could just make it 9 nations. I don't think it would mess up the map too much.


Sorry, I just got knocked out of a game, and need a new one. I'm perfectly fine if you guys cannot fit me in though.
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  #30  
Old August 15th, 2009, 02:25 AM

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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

Hmm, well the map would go from 14.5 land provinces per player to just under 13. That I think is ok but the thing I liked about this was the balanced fixed starts.
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