Re: Why magic paths are like mod Nations.
You currently can't change one path into something completely different, though. You can only add to it. Spells currently can't even be deleted, that I'm aware of.
Coming up with new ideas is, ofcourse, not hard to do. We don't *need* 75+ Nations, but we have them, because it's fun to have so many. They're not necessary, per se, but they're fun.
If it helps, I'll think up 8 brand new paths today, just to prove that it's possible.
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