Re: Dud nations
I do not believe that units that default to black steel armor are actually immune to destruction - or that the game even keeps track of which default armor is "magic". The description may refer to magic-items-as-armor, which are not removed from inventory. You can get the broken-armor icon anyway, not sure what it actually does to you.
I propose a fourth fix to Ulm. My preference would be to give Ulm national spells that encourage it to use the units it already has.
- effective, low-research, low precision, non-armor-piercing damage spells for the smiths. Improved versions of Magma Bolts, basically. These would be deadly spells if you have tough units, because you need not worry about friendly fire.
- since Ulm despises both magic and organized religion, they should have anti-type spells for magic beings and for sacred units.
- spells to give haste (not quickness!), recuperation and offensive bonuses to large numbers of infantry. Further boosting the protection of your stuff is deeply pointless.
I'm also working on new and powerful national spells for Marverni and ME Agartha, but I'm waiting for the new patch at the moment.
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