I'd like to vote for indy strength 8, maybe 7.  Having indies at 9 is nice cause it will slow down first contact a little.  But it will also give a disproportionately large bonus to whoever wins the first mercenaries.
I vote yes on option #2 and favor the suggested max level of 4.  I think that would make for a really interesting game.
As for #4 I'm betting that most of us can agree on Zen's Pretender and Scale mods.
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		| Saber Cherry said: Indy Strength 9
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 1) Human pretenders only?
 2) Magic research limit? (e.g., disable spells above level X)
 3) Specific spells to eliminate / nerf?
 4) Other mods to use? (e.g. Zen's mods)
 5) Use of a mod (for example, the one I'm working on) that weakens high level magic?
 
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