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Game Running - Commander War - House Rules
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In this game you are expected to never recruit any units, to leave any non-commander units in the garrison of the province they start in, and to avoid summoning units that are not commanders. No, the nations are not even remotely balanced under these settings, and that doesn't bother me in the least.
Maximum PD purchase = 10. Early Era. Small random map. 75% magic sites. Easy research. Indies level 0. CBM 1.6 and Endgame Diversity mods Players: Caelum - Graeme Yomi - Baalz Atlantis - Frozen Lama Niefelheim - Trumanator Hinnom - Kheldron |
Re: New Game - Commander War - House Rules
It would be a very good idea to state what indy settings you're intending to use.
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Re: New Game - Commander War - House Rules
Let's say level 1 so that the giants don't expand noticeably better
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Re: New Game - Commander War - House Rules
Any takers? I promise that this game will be horribly unbalanced and broken!
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Re: New Game - Commander War - House Rules
I'll play Yomi
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Re: New Game - Commander War - House Rules
Ah hell with it! i'm in. give me........ is EA atlantis ok?
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Re: New Game - Commander War - House Rules
I don't see why not. Forcing us to attack underwater can't be any worse than letting somebody use one of the two markata nations.
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Re: New Game - Commander War - House Rules
question: is spells that summon units in battle ok i.e. will of the wisps and such?
Edit: and i vote for indies zero, but i'm not stubborn about it. |
Re: New Game - Commander War - House Rules
the reason i say indies zero is that i could see someone playing a human nation, and not doing too badly, but they couldn't expand for shi* in this game which would kill it
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Re: New Game - Commander War - House Rules
Spells that summon units on the battlefield are fine, simply because it's impossible to make a death mage cast something other than raise skeletons.
I think indies 0 is probably a better idea. |
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