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				August 3rd, 2007, 03:33 PM
			
			
			
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					Join Date: Feb 2007 Location: R'lyeh 
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				 New Mod Nations Game: Mods over Europe (finished) 
 Okay, let's have another game exclusively with mod nations! 
Following the example of the first mod nations game , I will host a game which purely consists of modded nations. Because of limitations from Dominions 3, I think we'll only be able to squeeze 8 nations in total in, although I'll let more people play if we can fit in even more nations than that.
 
Sombre has announced that he'll prepare the following mod nations for CBM compability in case that they are chosen:
 
All of his nations that are finished, including or others like aswell as those that we already have ready We will again create an "all in one" mod that contains the Conceptual Balance mod and the new nations for the game.
 
If you want to participate, then please name the nation that you want to play. This will again be a 48h quick hosting network game on a map featuring Europe, including the Mediterranean, with turn notification via email and a web status page. I'll start the game as soon as we're ready, and at the 9th of August at the latest in any case.
 
Please do playtest your nation on your own to find out its strength and weaknesses before we start the game. |  
	
		
	
	
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				August 3rd, 2007, 03:34 PM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
 Nations taken so far: Sombre wants to play Kharam DzuFerrosol wants to play SkavenCor wants to play Hoburg AllianceJazzepi wants to play AvernumXox wants to play Ulm RebornLoloMo wants to play Sanguiniacoobe wants to play SylvaniaDrPraetorius wants to play Haida Gwaii
 Pretenders received: 7/8. Waiting for DrPraetorius. |  
	
		
	
	
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				August 3rd, 2007, 03:49 PM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
 I'd just like to add that if someone else specifically wants to try Kharam Dzu, they certainly can. I just took them because they didn't get a fair showing in the last mod game (I have tweaked them since then).
 Also, feel free to suggest other mods which could be used for the game. If I can do a cbm version of them, I probably will.
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				August 3rd, 2007, 04:13 PM
			
			
			
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					Join Date: Oct 2006 Location: Northern Ireland 
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				 Re: New Game: Mods over Europe (recruiting players 
 I'll take avernum please. |  
	
		
	
	
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				August 3rd, 2007, 04:17 PM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
 ooo can i take the skaven?
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				August 3rd, 2007, 04:20 PM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
 Hi can i have Hoburg alliance please, I love the little folk. 
				__________________Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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				August 4th, 2007, 05:23 AM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
 
	Quote: 
	
		| lch said: Nations taken so far:
 That means we're ready to go, people!Sombre wants to play Kharam DzuTuidjy wants to play SanguiniaShovah32 wants to play AvernumFerrosol wants to play SkavenCor wants to play Hoburg AllianceJazzepi wants to play UrdheimXox wants to play ??? (Ulm Reborn?)LoloMo wants to play Haida Gwaii
   
 |  Right so basically you gits have picked new nations and given me an assload of CBM balancing to do    
This is how I see it.
 
CBM Kharam Dzu: Just a tweaked version of the one from the previous game. 
CBM Sanguinia: Same as Kharam Dzu. Just tweaks. 
CBM Avernum: Shouldn't take long as they have no cav. No astral pearl spawning for you though Shovah. 
CBM Skaven: Will be basically unchanged from the vanilla one I'll release today. So no prob there. 
CBM Hoburg Alliance: Tricky. Like most first CBM versions I'll just take a stab at balancing it. I will not be following the vanilla hoburg stats though, they are mad. 
CBM Haida Gwaii: Haven't played them much, but don't forsee them being that hard to balance. 
CBM Urdheim: I haven't played them much and they're huge with tricky to balance units. This will take up the most time.
 
After I've got these together, then comes the inevitable sorting out of conflicts etc, checking out the map,...
			
			
			
			
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				August 4th, 2007, 03:07 PM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
  
	Quote: 
	
		| CBM Avernum: Shouldn't take long as they have no cav. No astral pearl spawning for you though Shovah 
 |  You sure you couldnt just give them a big price-hike instead? Without a way to generate ALOT of pearls S4, immobile, capitol only mages(who are currently one of avernums big strengths) arent much use.  
Avernum has only a slightly above average military outside their capitol and lack any great non-capitol(particularly battle) mages - F2E1 being inferior to E2F1 for example.
 
With no completely dominant units, no national summons and their only high end units being capitol only, removing their pearl spawning - atleast to me as it is what I have used as them and why I picked them - seems to remove their main shot at late game viability. |  
	
		
	
	
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				August 4th, 2007, 03:13 PM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
 We talked about it in the IRC channel, Sombre wanted to keep the gem thing and make them a national summon instead... We convinced Sombre that the gem generating thing is too heavily unbalanced, but if he'd drop it they'll be fine. S4 still has many uses. Immobility is no problem considering Teleport and Gateway, and after all you can use them to Mind Hunt out of the box. Maybe the price could drop a bit, but gems for free is way too dangerous. |  
	
		
	
	
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				August 4th, 2007, 03:40 PM
			
			
			
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				 Re: New Game: Mods over Europe (recruiting players 
 
	Quote: 
	
		| lch said: after all you can use them to Mind Hunt out of the box.
 
 |  Sure they can use mind hunt - but without a huge gem income it wont be used alot and the change will atleast put one of avernums staple units back from important to a minor support role. |  
	
		
	
	
	
	
	
	
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