Re: calling new modders
Curious, why are assassins being cap-only a good thing? That just means they *never* get hired (because cap-only mages are *always* a better buy).
As someone who wants most units in a nation to see play, i find the idea of more than 1-2 cap only commanders (of about equal quality) and/or more than 1 cap-only troop type to be abhorrent. It just means the player will choose the best of them (and there is almost always a clear best or at worst a 'tie' for best) and the others will never see play.
Even worse for cap-only non-mage commanders, as a mage is generally a better buy anyway, even without a cap-only mage it'll often only rarely see play because its just not worth the opportunity cost since you have all the infrastructure to build mages in your capital.
EA Ermor is a case in point. Sure, your H3 (and an H2...) are cap-only, while your mages aren't. But you'll hire maybe 2-3 H3s over the course of the game unless you're really pushing a sacred strat (and even then, you can get H1 mages, which is sufficient for most purposes...), and you'll never touch the H2 guy. And that's an H3 *priest*. Cap-only assassin? Be a miracle if it ever sees play, even with no other cap-only commanders.
I don't care how thematic a particular restriction seems. A units theme is irrelevant, and not effectively part of the nation's theme, if the unit never sees play.
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Any nation using non-national troops is probably going to be underpowered because, overall, existing national troops are better than indies. (Some exceptions exist, but those nations are generally perceived as weak for whatever reason, or those troops rarely if ever see play).
Now, an interesting and honestly pretty easy way to build a new nation might be as follows.
1 - no troop choices at all
2 - Only mage commanders
3 - large gem income
4 - some Conj 0 national spells (you can steal from existing national spells if you want, or worst case scenario make copies of some spells with the only change being they're Conj 0 - both options avoid making new units)
Now, starting troops might be interesting, although giving them a handful of what would otherwise be summoned troops from Conj 0 could work.
The idea is a nation that runs armies of summons. Unlike LA Ermor, there's no free troops, so not overpowered, and you still want gold to hire your mages, so you can't totally trash your scales.
Example: Azgeth, City of Death
As the Ermorian bureaucracy collapsed it became increasingly easy for cities to strike out for independence. Azgeth, far from the center of the empire at Eldredgate, came under the control of a powerful cabal of necromancers and conjurers. The common people became slaves toiling for the benefit of their masters, and the army disbanded. In its stead, undead and demons filled the ranks of the army. To maintain its independence, Azgeth formed ties with the Onyx Amazon tribes nearby, who shared a similar appreciation of death magic, and through their rituals managed to make liaison with the hidden kingdom of Elludia.
Every child is tested before the age of five for signs of intelligence and magical aptitude. Those that are deemed worthy are remanded to the various places of magical learning to hone their craft at the feet of the masters.
Commanders:
#629 Stalker - assassin
#356 Onyx Priestess - H2 + 10%D + 10%E
#94 Conjurer - D1B1
#355 Onyx Sorceress - E1D1 +10%D
#310 Necromancer - D2
#95 Circle Master* - D2B2
#630 Elludian Moon Mage* - S2D1 +100% ESDB
Commanders marked with a * are capital only.
Heroes:
Multihero: demilich (as enchant spell Lichcraft)
Graxx, C'tissian Exile - copy of #161 Sauromancer
Ildach, Fallen Oracle - copy of #1581 Risen Oracle pretender, possibly with extra paths beyond base (might be too much work for these purposes)
The Undying King - Copy of #872 Ghost King with E3D3
Sites
The Crypt Underneath: 3d, Conj 20%
Temple of Darkness: 1d, summon: Shadow, Shade
Black Tower: 3d, Circle Master
Elludian Academy: 2s2d, Elludian Moon Mage (new site, 'Hidden Kingdom of Elludia didn't seem thematically appropriate, otherwise it would work. It also gives 3s1d instead of 2s2d, but that might be acceptable)
Total: 8d2s, 2 cap-only mages, Conj 20% site
(replace Crypt Underneath with Well of Darkness if you think the Conj site is overpowered, but I'm trying to throw them something because their top mages are clearly inferior to existing top-tier national mages, and their hire anywhere are generally inferior to other nations - basically, they could use the help).
National Spells:
Recommend Spirit Mastery and Reanimation be copied and those copies made nationals at Conj 0 and Ench 0 respectively. Possibly also Summon Shades.
Notes:
-The national priest(ess) should be able to reanimate, if at all possible.
-Pretender list (short, probably include more): PoD, Moloch, Lord of the Gates, Lich, Lich (female), Master Lich, Dracolich, Lord of Rebirth, Lord of the Night, Oracle, Fountain of Blood, Ghost King, Freak Lord, Arch Mage, Crone, Frost Father, Great Sage, Master Druid, Great Enchantress, Master Alchemist, Vampire Queen,
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A nature oriented nation also immediately suggests itself (Enchanters and Enchantresses, Bloodvine Druids, etc... with things like Sloth of Bears and Pack of Wolves as nationals).
Last edited by Squirrelloid; December 8th, 2009 at 07:47 AM..
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