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					Originally Posted by  Gregstrom
					 
				 
				
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				Hm, if I am not mistaken, they already have GoR through the debug mod. But just so I am clear on the reason this this, you're saying that I could make implementers recruitable units for cheap so that other ones could cast GoR on them,
			
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 Yep.  If a free turn 1 GoR is already there, that's cool.
 
With only commander implementors recruitable, growth is 1, 2, 3, 4, 5.  With free GoR and non-commanders available as well as commanders, growth is 1, 3, 7, 15, 31.  
			
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 The problem I am finding with GoR is that it only allows targeting one type of a unit. Therefore, the player could only grow at the rate of one implementer a turn. I don't think there's any way around this.
I took care of making units to dissuade players from wishing for either game master or implementers. I ave also been working on a return troops spell which uses wind ride to call back commanders. Every time I have used it though the commander is killed (which isn't a big deal). The code looks like this:
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				#newspell 
#name "Return commander" 
#descr "Calls a commander back to home province." 
#effect 10049 
#damage 100 
#school 0 
#path 0 4 
#pathlevel 0 0 
#researchlevel 0 
#fatiguecost 0 
#restricted 94 
#restricted 93 
#restricted 92 
#end
			
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