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Re: Broken Nations
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One benefit of those special themes was that when you were playing against, say, Pangaea, you didn't know right away which of three very different Pangaea's it might be. (Instead, we have global enchantments to recreate a few of the themes, which has its own serious drawbacks and flaws.) Even without those special themes : a number of the themes available to _ANY_ nation made significant changes to how that nation might play. For instance, the way any nation with sacred troops might go underwater with their sacreds via Water Cult. Or try to specialize in constructed units with Golem Cult. Other themes simply gave minor tweaks that made subtle differences while helping to keep from wasting more than 25 points in pretender design. http://forum.shrapnelgames.com/images/smilies/wink.gif Since we no longer have castle choice (which used to give 20 point increments), _and_ we no longer have themes.... And a lot of us had commented on our desire to see some themes for Machaka, or to be able to combine non-special themes (Water Cult, Golem Cult, etc) with special themes. Instead, we lost themes. We even lost Last of the Tuatha, and Machaka (which many people enjoyed, and were waiting patiently for a special theme or two for) is _ONLY PLAYABLE NOW IN ONE ERA_!!!! As far as adding scads of other things - _please_ don't put "scads of new ... magic items" in one sentence? We certainly didn't get scads of new magic items. Instead, we got aging. Feh. |
Re: Broken Nations
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