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  #11  
Old July 6th, 2009, 07:34 AM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game

There are only 3 mid mod nation that interest me, Stigia, Seraphim and Commonwealth.
If they aren't allowed that I guess I won't be joining.
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  #12  
Old July 6th, 2009, 07:47 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

I'm not saying they won't be allowed. Commonwealth I don't think there'd be any problem giving you. Stigia I just don't remember, I'm about to take a quick look at them to jog my memory. Seraphim, well, that nation might be a bit much.
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  #13  
Old July 6th, 2009, 07:55 AM

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Default Re: Tourmaline - Mod Nations Game

Well Nehekhara is taken, so I looked for other nations that seemed interesting, and yes Seraphim need some repair on mages, reduced magic paths, and a bit more expensive troops IMO.
Stigia is too overpowered, they have immortal sacreds and really overpowered summons, not to mention free spawn.
I probably wouldn't allow those two nations myself, so I'm good with Commonwealth if it's ok with everyone else, and given they only have water for magic paths it probably is.
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  #14  
Old July 6th, 2009, 08:05 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Well, personally I am not so sure about stygia. They do have immortal sacreds, that's true. So does nehekhara, albeit you have to summon them. Still I'm not sure that's a big problem. And the freespawn are particularly bad freespawn imo. They do have some pretty nasty summons. But with how high they are, I actually don't think there's a big problem with them. So as far as I'm concerned, you can play them. I don't think they're in the same league as, say, ashdod. As long as we avoid stupid overpowered, I'm fine with it (besides, my nation oozes priests. I'm not afraid ).

With seraphim, I completely agree with you, they'd need some serious nerfing to be very fair. Some of those angels are just too much, what with three magic paths at level 4 and no handicaps.

And also, as I said you can play mod nations from any era. So don't feel constrained to just pick ma nations.
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  #15  
Old July 6th, 2009, 09:36 AM

Alpine Joe Alpine Joe is offline
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Default Re: Tourmaline - Mod Nations Game

yay a mod nation game. I'll grab Arga Dis.
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  #16  
Old July 6th, 2009, 09:41 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Welcome aboard.

Also, it seems we're already up to 6 players. Two more and we're at the minimum. I would hardly mind more than that though.
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  #17  
Old July 6th, 2009, 09:50 AM

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Default Re: Tourmaline - Mod Nations Game

It's strange that this is the first game of this kind, well maybe the first since I joined the community, don't know.

Map will be determened by the number of players right? May I suggest a slight increase of provinces per player as to see most of the nations expand and grow a little before going into war. It should make things more interesting.

Also, if anyone objects to me having Stigia in this game I will change the nation.
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  #18  
Old July 6th, 2009, 10:05 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Well, we did do warhammerama. Tomb kings, lizards, ogres and skaven. But so far as I know there was only one big, non-themed mod nations only game and that was well before my time as well. Mod nation games seem unfortunately rare around these parts.

Yeah, map will be determined by number of players. If we go with a no indies map, I would love to play on shahrivar. Just so long as arga dis doesn't end up on the top left of the map, heh. It has some preset magic sites and the 60% blood discount site is up there. It could be modded out though for this game. Shahrivar is 168 provinces, so anything less than 11 players and we'll see a bit more than 15 provinces per player. I'm open to other maps though.

I'm glad to see you being so flexible about stygia. Self policing is the way to go imo.
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  #19  
Old July 6th, 2009, 02:21 PM

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Default Re: Tourmaline - Mod Nations Game

I like Shahriver too, it's a really beautiful map, my compliments to whoever created it. And it seems very strategically balanced to me.

Thanks, I realize that Stygia is far from helpless but I'm in this game for the fun. So I'm good with any nation that seems interesting to me and if folks have a problem with them it's no problem for me to change the nation.
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  #20  
Old July 6th, 2009, 06:01 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Hmm, any more takers?
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