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				March 15th, 2012, 02:49 AM
			
			
			
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 Major General |  | 
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				 Nations 2 - MA, CBM 1.92, no diplo, no indies - Larz/Mictlan wins! 
 Another experimental game. The theme this time is no indies. And I mean *no* indies: 
* We will play on a no indie map
 
* Mercenary recruitment is not allowed
 
* All magic sites that allow commander/unit recruitment have been removed
 
* Well of Misery moved to Evo. 8
 
So you will have to rely on your national units and whatever you can summon. Obviously this will make it more difficult to compensate for your weaknesses; but it will also make it harder for others to counter your strengths. Also, keep in mind that if you want to actually have a scout network you'll need to devote fort recruitment turns to that (so, it's kind of like an EA game in that respect   ).
 
Because tarts provide so much magic diversity late game I've moved WoM to Evo. 8 (and even aside from that issue I like having it not be in Conj. and have done that in previous games). But other than that I haven't made any other changes from base CBM 1.92.
 
I've attached a modified version of CBM to this post. This is the only mod you'll need active when creating your pretender. There's also a debug version of the mod that has a 1 gem version of Acashic Record for each path. Feel free to start a game with every nation starting with 9 provinces and then just start casting that. Please let me know if you come across any sites that I've missed (thought I had them all but I found another one today). It goes without saying that if you find one after the game has started you shouldn't use it.
Settings 
Age: MA 
Players: 6 
Diplomacy: None 
Banned nations: all water nations 
Hosting: llamaserver 
Hosting interval: 24 hours up to turn 25, 48 hours up to turn 50, 72 hours from then on 
Mods: modified version of CBM 1.92 
Map: No indie version of Realm of Rampaging Roaches (will attach to post when map is ready) 
HoF: 15 
All other settings default 
Exploits: Don't use them of course. Also, if you do come across a site that allows recruitment don't use it.
Roster 
C'tis - Slobby 
Eriu - Valerius 
Mictlan - Larz 
Pangaea - ghoul31 
Shinuyama - Reverend Zombie 
Vanheim - KeithZ
                 Last edited by Valerius; June 12th, 2012 at 03:56 PM..
                    
                    
                        Reason: Map attached to post
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				March 15th, 2012, 03:52 PM
			
			
			
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 Corporal |  | 
					Join Date: Feb 2010 Location: Cary, NC 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 This sounds fun, I'll take Mictlan. 
				__________________ 
				Try the dom3editor  for easy Dominions 3 mod creation.
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				March 15th, 2012, 09:40 PM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 Welcome!
 I think it will be interesting. The big change is really the no indies aspect since everyone won't have acccess to archers and N magic.
 
 As far as removing magic sites, sometimes it's almost like they weren't in the game anyway. I've had some recent games where nobody found any first class indie mages (enchantresses, adepts, crystal mages, etc.). But this will make sure that people really have to get the most out of their national units.
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				March 16th, 2012, 06:03 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 Pangea |  
	
		
	
	
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				March 17th, 2012, 05:31 AM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 Welcome, ghoul. Different than your usual style of nation - I think this is the first time I've seen you take a stealth focused nation. |  
	
		
	
	
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				March 17th, 2012, 09:07 AM
			
			
			
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 Sergeant |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 Ctis - by no indies do you mean no recruitable indies and 0 independent strength? Or just no recruitable indes? |  
	
		
	
	
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				March 17th, 2012, 09:49 AM
			
			
			
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 Sergeant |  | 
					Join Date: Oct 2007 Location: Tokyo, Japan 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 Will doing this lower the number of magic sites in total? Or will normal gem sites be increased in number to make up for it? |  
	
		
	
	
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				March 17th, 2012, 12:14 PM
			
			
			
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 Major General |  | 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 
	Quote: 
	
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					Originally Posted by Slobby  Ctis - by no indies do you mean no recruitable indies and 0 independent strength? Or just no recruitable indes? |  Welcome! It's just no recruitable indies, you'll still face opposition taking the province (this will be at the default setting of 5).
 
	Quote: 
	
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					Originally Posted by shard  Will doing this lower the number of magic sites in total? Or will normal gem sites be increased in number to make up for it? |  No, magic site setting will be at default level and you can expect a normal gem income. This will just remove some sites from being eligible to be placed on the map. |  
	
		
	
	
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				March 17th, 2012, 12:23 PM
			
			
			
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 Major General |  | 
					Join Date: Mar 2007 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 If shard decides to play we'll be at 5 players. I figure I'll leave it open for recruitment through the weekend (these experimental games take more time to fill than default settings) and then we can choose a map based on the numbers of players we've got at that point (say 12-15 prov average). |  
	
		
	
	
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				March 18th, 2012, 10:32 AM
			
			
			
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 Corporal |  | 
					Join Date: Jan 2012 
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				 Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting! 
 The game sounds interesting.
 I'd like to play and will decide a nation later, in servral hours I think.
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