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Old September 7th, 2009, 12:05 PM

elmokki elmokki is offline
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Default Re: MA al-Nadim - The thousand and one nights (0.85, finally.)

I finally bothered to make an update. I forgot to fix the nation summary text, but it can wait.

The balance changes should be somewhat drastic.

With scimitars losing a point of defence pretty much all units lose one point of defence and along with their other nerf dervishes are losing a total of 3 defence. This might be a bit drastic, but playtesting will show if dervishes need their base defence 3 back or if the scimitars need their defence back.

Making Grand Viziers capital only fits very well thematically, as the nation should be somewhat centered on the Bejeweled City. From a game balance viewpoint this gave the normal viziers a need for buff, which +1F should do fine. I deemed the gold cost reduction of the mystics a must for anyone to actually recruit them. Still, at 90 gold they might be slightly too cheap, especially as they are not supposed to be communion slaves for the grand viziers. Alchemists should be more interesting now, as a player has to decide if he wants a powerful priest, a powerful battle mage or a powerful researcher/magic diversifier from his capital each turn.

But well, playtest and tell me what you think. My goal is to make al-Nadim balanced enough to be a viable multiplayer nation.
Code:
0.85
- Fixed the djinn summons.
- Made the djinn summons more expensive and slightly higher (4, 5 and 8 from 3, 4 and 7) on the conjuration tree.
- Made Grand Vizier capital only
- Gave +1 Fire to Vizier and +20 gold to price (now 140 gold)
- Made mystic cheaper (was 120 gold, now 90 gold)
- Lowered dervish base defence (13 -> 12)
- Moved a point of defence from scimitar to damage (from 5-1-1-2 to 6-1-0-2)
- Changed \ to / so penguin people can play too!
File itself is available at the first post.

In other news, if I bother to make a LA al-Nadim, it will most definately be less Ottoman Empire and more lovecraftian than I first thought.
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