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				January 11th, 2010, 11:42 AM
			
			
			
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				 Re: Nations under CBM 1.6 
 Well I do have BI (Better Independents) on as well. No other mod. |  
	
		
	
	
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				January 11th, 2010, 11:48 AM
			
			
			
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				 Re: Nations under CBM 1.6 
 ok I ran some tests. BI 2.1 conflicts with CBM 1.6 and removes wardens altogether. |  
	
		
	
	
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				January 11th, 2010, 01:25 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 I really appreciate QM's work on CBM but I must say I dislike the changes made to MA MAN. Specifically making warden recruitable in all castles is bad. I mean who needs yet another run-of-the-mill EN bless nations?- And why commit this to MA Man who was weak but had flavor. Now it's less weak but has no flavor. Who will ever want to recruit them archers or knights of Avalon under a strong bless? 
 Man could have been made stronger by giving it Merlin (S3+3 random picks) and Morgan Le Fay (s2d2n2?) heroes and by making mothers cheaper (100g) or have +2MR (so that they won't get MHed to death in mid-late game. It could have been tweaked in any other way, but making it another bless nation for me kills the last residues of fun it might have had.
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				January 11th, 2010, 07:59 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 
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					Originally Posted by WraithLord  I really appreciate QM's work on CBM but I must say I dislike the changes made to MA MAN. Specifically making warden recruitable in all castles is bad. I mean who needs yet another run-of-the-mill EN bless nations?- And why commit this to MA Man who was weak but had flavor. Now it's less weak but has no flavor. Who will ever want to recruit them archers or knights of Avalon under a strong bless? 
 Man could have been made stronger by giving it Merlin (S3+3 random picks) and Morgan Le Fay (s2d2n2?) heroes and by making mothers cheaper (100g) or have +2MR (so that they won't get MHed to death in mid-late game. It could have been tweaked in any other way, but making it another bless nation for me kills the last residues of fun it might have had.
 |  I particularly like the idea of Morgan/Morgana Le Fey (who would cause unrest), and perhaps some of the more famous arthurian knights (Lancelot, Gawain, Galahad, Tristam, Percival, etc) or perhaps a generic multihero:  Knight of the Round table
			
			
			
			
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				January 11th, 2010, 08:02 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 I'm not convinced adding a few heroes would actually make Man stronger.
 Giving them something other than N or A as a real path would, but QM doesn't do that.
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				January 11th, 2010, 08:04 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 
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					Originally Posted by WraithLord  I really appreciate QM's work on CBM but I must say I dislike the changes made to MA MAN. Specifically making warden recruitable in all castles is bad. I mean who needs yet another run-of-the-mill EN bless nations?- And why commit this to MA Man who was weak but had flavor. Now it's less weak but has no flavor. Who will ever want to recruit them archers or knights of Avalon under a strong bless? ...
 It could have been tweaked in any other way, but making it another bless nation for me kills the last residues of fun it might have had.
 |  Agree on this.  
Another thing - EA C'tis got the price on their Hierodulae reduced again. I think this is completely off-target: they aren't recruited not because they are too costly, but because they are worthless. So the fix should be to give them some worthwhile ability, not reduce their price (even at 0, they would still require fort-turn - and High Priests pray better, bless better and can find lvl 2 holy sites...). In keeping with what they actually are, I'd think that the best ability for them is to produce (via summon or domsummon) some lizardmen units - I'd say normal lizard troopers/dancers/other Hierodulae or Princes at different domsummon levels.
			
			
			
			
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				January 11th, 2010, 08:15 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 I think people just need to accept that some units are useless. not every single sub-par unit needs to be tweaked. |  
	
		
	
	
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				January 11th, 2010, 08:53 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 
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					Originally Posted by WraithLord  How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved? |  I'm playing them now in Utopia under 1.6, but it's not really a good game to judge them on, since money and resources are set to 250%.
 
They seem fine to me, though with perhaps less flavor, but when you can recruit 30 Knights of Avalon in one turn, it's kind of hard to judge what they would be like in a normal game  
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				January 11th, 2010, 09:14 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 Wardens everywhere is actually in-line with flavor.  They're supposed to guard mothers, and mothers are everywhere.  The previous discrepancy in recruit options between the two made no sense. |  
	
		
	
	
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				January 11th, 2010, 09:57 PM
			
			
			
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				 Re: Nations under CBM 1.6 
 Hierodulae are the best blood hunters for MA C'tis, before you empower/summon a B mage. 
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					Originally Posted by Wrana  
	Quote: 
	
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					Originally Posted by WraithLord  I really appreciate QM's work on CBM but I must say I dislike the changes made to MA MAN. Specifically making warden recruitable in all castles is bad. I mean who needs yet another run-of-the-mill EN bless nations?- And why commit this to MA Man who was weak but had flavor. Now it's less weak but has no flavor. Who will ever want to recruit them archers or knights of Avalon under a strong bless? ...
 It could have been tweaked in any other way, but making it another bless nation for me kills the last residues of fun it might have had.
 |  Agree on this.  
Another thing - EA C'tis got the price on their Hierodulae reduced again. I think this is completely off-target: they aren't recruited not because they are too costly, but because they are worthless. So the fix should be to give them some worthwhile ability, not reduce their price (even at 0, they would still require fort-turn - and High Priests pray better, bless better and can find lvl 2 holy sites...). In keeping with what they actually are, I'd think that the best ability for them is to produce (via summon or domsummon) some lizardmen units - I'd say normal lizard troopers/dancers/other Hierodulae or Princes at different domsummon levels. | 
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