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Old October 3rd, 2006, 06:18 AM
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Default Re: Hebrew derived position suggestions

Quote:
Early Era
This is pre-Abrahmic Canaan. It should be pointed out that archeological evidence for a Hebrew displacement of pre-Hebrew Canaanites is non-existent.
You have standard primitive infantry but no cavalry.
Your charioteers are all Nephilim or Anakim, who are giants - they're sacred, a size level up from people, and have awe. Nephilim princes are priests who have nature, blood and fire. Since you're from the same part of the world (very roughly) as pythium, perhaps your chariots should be pulled by lizards instead of horses.
You can also recruit Witches - who are brides to the Nephilim. They're cheap and have random sorcery.
You get a better deal on summoning fallen angels (nation specific blood spells), and your fallen angels are sacred with a better mix of magic.
Standard primitive infantry - what equipment? We could use indy LI graphics if they use spears, or swords. They have some kind of metal armor, right?
C'tis has Lizard Chariots pulled by those things Jade Amazons have, Sauromatia is near Ermor and C'tis and is actually ON the Swamps of Pythia, and Sauromatia has both Lizards Pythium will use Jade Amazons riding their lizard mounts. What equipment would these have? How good would they be?
You wrote "Nephilim or Anakim" - are there two names or two types of giants?
What equipment would Nephilim Princes have? The same with Witches.

What randoms, exactly, do you want them to have?
Witches can have Sorcery random. Or FNB random. Or FSNB or FDNB or FSDNB random. Or multiple randoms with different chances. One example:

100%NB
100%SDNB
50%SDNB

Always one sorcery, always either Nature or Blood in addition to that, often one more sorcery pick. Witches should be able to hunt Blood Slaves if you want Nephilim Princes to be able to use Blood. They can also be made to be able to Blood Sacrifice (like Abysia or Vanheim).

You can mod up to 5 normal heroes, and up to 2 types of heroes that keep coming and coming.

You can define starting site, name it, define path and level, make certain that it ISN'T used as a random site (but also make it available as one), choose gem production (6 for typical EA nation), and choose capital-only units and/or commanders.

Post more info here, and I can check if I can find fitting sprites. If I do, #copyspr copies that to a new unit.

There are no empty summoning slots, but as an Early Age nation this could "borrow" some Late Age spells. Ashen Empire has lots of them, for instance. What kind of names are you after? It isn't yet possible to change names or descriptions of spells. Also, it seems that it isn't yet possible to set national spells as researchable, only as "available from the start" like in DomII.
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