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				 Re: Unit list by Nation? 
 I like GP's "eye" something map, you were essentially scared to leave your capital.  I'd like to do something a bit toned down from that, extensive mods but treasure and danger at every corner.  Edi's (I think) Faerun maps were cool that way, but in a limited sense.  I wouldn't want to put the effort into customizing every province, so a heavily random approach would be nice.
 
 I also wish there was a way to relate the difficulty with of the province with the quantity/quality of treasure.  Almost like CR ratings from D&D.  I've only ever seen random 4..so have no idea if that is the construction level or what.
 100 wolf tribe - random 4 on a commander
 100 black knights - random 6
 100 Huge Air Elem - Random 6 x2
 etc
 
 Barring that I would just like to see higher quality items in really really nasty provinces.  With the chance to rout/not pick up items I would try for a solid medium amount figuring that a small amount would actually be gathered.
 
 First thoughts
 20 players
 25 provinces per (500)
 Start with 3
 Indy's at 9
 sites 75
 renaming on
 Probably a province win, but negotiable
 difficult research
 100% randomized
 
 Mods
 Epic/Worthy for heroes
 Mythology/recuperating for pretenders
 Mega-age mod +6 "balanced" nation mods negot on # of nations
 Possibly add some of Amos' as AI?, probably not. negot
 militia/light cav mod
 Dr's spell mod if avail
 Not sure about the CB mod - I like scales, but there are some gameplay drastic changes in gods/items (haven't even looked at nations/spells yet).  Personal pref no, but negot.
 And the no independent mod - fewer commanders to ferry, less low mages, but still get site mages.  negotiable
 
			
			
			
			
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