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Old June 13th, 2004, 01:21 AM
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Default Re: Crusader MoD

15 MR is exposed to magic?

You seem to have some very strong views about balance in Dominions. The best Crusader national units are some of the best units in the game here, and are available from turn one. Consider if the player takes a rainbow mage with Crusaders. He has no need at all for an SC pretender, because he can hire one SC leader and a few near-SC units per turn (5-10 of which can be bodyguards for the RB mage). The RB can site search and make items to multiply the power of the holy knights.

If you want to de-emphasize magic against troops, making one nation which can simply hire the best units in the game (including comparing to late-game magic summons!) isn't an effective way to do it. That just creates one super-unbalanced nation.

What I'd suggest to accomplish that, would be to use High research cost and a low site frequency, and/or to make/use another mod that increases the power requirements and costs of the good and powerful spells. I was sort of thinking of doing one myself, not because I think it's necessary, but because I think it would be an interesting variation.

PvK

[ June 13, 2004, 00:22: Message edited by: PvK ]
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