Re: Single-Castle Game: OneFort (Full, Organizing)
Sure, I can work on the mod.
The tribal mages aren't that powerful but everyone will be recruiting them so that they can get more than the one researcher a turn from their capitol. A big part of my concern with magic sites granting mages was based on my assumption that there wouldn't be tribal mages in the game. If there were no tribal mages then you'd have some nations recruiting only their capitol mage every turn while others recruited 2 or more depending on what sites they found. I think you can have tribal mages but not sites that allow mage recruitment but if you allow sites with mages then you have to have tribal mages as well.
But I like the idea of playing essentially a no indie map: allow only recruitment of non-mage indie commanders to ferry troops (maybe scouts as well?) but no indie troops. This helps emphasize national differences (for example, everyone can't recruit indie archers).
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