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May 22nd, 2008, 12:50 PM
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Corporal
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Join Date: Jan 2008
Posts: 55
Thanks: 1
Thanked 0 Times in 0 Posts
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No Magic sites
Settings:
Map - Glory of the gods
Game name - anti-magic
Gold, Resources, Supplies - standard
Independents - 6
HoF - 15
Renaming - allowed
Research - hard
Score graphs - on
early ages
no magic sites
This should be a simply army on army battle. with some mages casting maybe. However magic is not what decides the game as so often happens.
__________________
life is like a hot tube it's good well your in it ,but if you stay in to long you get all wrinkly
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May 22nd, 2008, 01:01 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: No Magic sites
No magic sites is not really possible, ultra rare yes.
0% site frequency means provinces with bonus (mountains, forests, wastes I think) have 20% to have one.
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May 22nd, 2008, 04:59 PM
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Corporal
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Join Date: Jan 2008
Posts: 55
Thanks: 1
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Re: No Magic sites
Really can't you just put for 0 magic sites.
well the starting Magic sites are still there, but magic levels will be low.
__________________
life is like a hot tube it's good well your in it ,but if you stay in to long you get all wrinkly
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May 22nd, 2008, 05:20 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: No Magic sites
Also, there's already a game named Alexandria.
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May 22nd, 2008, 08:38 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: No Magic sites
Why play a low-magic game in the Early Age? Late Age nations are the ones best equipped for conventional battle.
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May 22nd, 2008, 09:42 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: No Magic sites
Fighting is interesting in all Ages. The stated settings will still result in plenty of magic power, just less than typical.
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May 23rd, 2008, 02:22 AM
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Corporal
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Join Date: Jan 2008
Posts: 55
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: No Magic sites
All right so maybe it's a bad idea. I just wanted to do something new.
__________________
life is like a hot tube it's good well your in it ,but if you stay in to long you get all wrinkly
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May 23rd, 2008, 02:26 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: No Magic sites
So who wins? Lanka, Niefel or Mictlan? It would be hard to find someone stupid enough to take non-bless nation. Unless you limit max levels of magic on pretenders.
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May 23rd, 2008, 02:42 AM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
Posts: 785
Thanks: 2
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Re: No Magic sites
For a low/no magic game There are mods that were released by KO limiting research to level 4 and 6 respectivly, but I am pretty sure they could be modified to cap research even lower, say 2.
If you interested I can try to dig through the forum and find them, Or I can just attach my copies.
Fiction fan, dont give up, I like the idea, it just needs some tweeking.
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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May 23rd, 2008, 04:47 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: No Magic sites
I ran a game much like this in Dom2. The rule of no extra magic on pretender chassis worked well.
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