![]() |
Limited randoms Vs Water nations
Reading that the new system for randoms in magic paths specialize far more each nation, I wonder how some nations will do against water nations ?
Do all nations have at least access to some water, death or air randoms for their national mages, or are some themes dependant of indie mages or their pretender to do anything underwater ? If it's the case I suggest to make water/death/air indie mages more common than indeps of other schools. If more specialized nations are a good thing, being unable with some to do anything against an ennemy water power may be a balance issue |
Re: Limited randoms Vs Water nations
Quote:
It could be a balance issue, but I doubt it will be more difficult than e.g. opposing Ashen Empire as, say, base Ulm. It is harder for some nations, and I don't think it's too hard for any nation, but I'm not very good at finding balance problems. |
Re: Limited randoms Vs Water nations
While mentioning water, its important to note that water-magic no longer allows an air-breather to enter the water
|
Re: Limited randoms Vs Water nations
Quote:
|
Re: Limited randoms Vs Water nations
Quote:
|
Re: Limited randoms Vs Water nations
Yes I used to love that Jotunheim culd take advantage of finding itself near water.
|
Re: Limited randoms Vs Water nations
Just to add my $0.02, I really hope it becomes harder for non water nations to get into the water, at least in one of the ages. The reason I feel this way, is that I remember when I first discovered Dominions. The fact that there was an Atlantis nation (I didn't know R'yleh at the time) that could build cities underwater was the coolest thing ever. The fact that the other nations have to purposefully develop strategies to get underwater themselves was very cool to me. It was Atlantis' special ability. Anyway, you won't see me complaining about changes like this.
=$= PS -- When I found out undead armies could march underwater, that was also cool to me. |
Re: Limited randoms Vs Water nations
Quote:
I agree, however if this would happen, it would need some balance. Example: it must be harder for the water nations to conquer the non water provinces. That would be perfectly balanced then. Actually I am wondering...can we make a mod like this? I am not familiar with the Doms 2. modding. |
Re: Limited randoms Vs Water nations
Quote:
|
Re: Limited randoms Vs Water nations
Hum so non death nations not only need water magic but also a water gems income (or air magic + air income or some alchemy) to begin any underwater expansion (except with amphibious poptypes, but having amphibious poptypes 1/ it's a matter of luck like having indie water mages/gems sites, 2/ doesn't give any advantage against indies like magic or the ability of using sacred troops + priests do).
It's a very big buff not only for aquatic but for death nations (and I'm not really thinking one or another needed it, but perhaps it's balanced by other factors like weaker national summons or other things we can't see before playing). |
Re: Limited randoms Vs Water nations
No, what you need is province with aquatic units.
|
Re: Limited randoms Vs Water nations
(amphibious poptype = with amphibious units http://forum.shrapnelgames.com/images/smilies/wink.gif)
|
Re: Limited randoms Vs Water nations
Sorry I missed brackets part. Anyway, provinces with amphibious units are easiest way to get underwater. If you can't find any, THEN you have to resort to other (usually more expensive) means. Don't forget some mercenaries can go underwater too.
|
All times are GMT -4. The time now is 01:22 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.