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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old November 1st, 2006, 10:30 AM
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Default Re: Nation design

Quote:
Nerfix said:
You know, they could be given a gem-producing non-combat unit ala Ark of the Covenant that has gem production equivalent to a site, but can be killed (even if that wouldn't be easy...) but is useless in combat.
Great idea, if possible.


Quote:

VERY poor PD. If possible, negative castle defense on all units.
Makes sense. 1 Light Infantry / PD level would suck enough. The ones with bow and no light lance.

Quote:

Their castles on all terrains are very cheap. Perhaps take the cheapest overall fort, and they build it everywhere. Also, if possible, BOTH halved lab and halved temple prices.

This, however, is dangerous. It smells too much of Dominions2 watchtower spam. Could make Nomad provinces curiously hard to conquer, which isn't very nomadic. If only forts without defence (just admin value and supplies) were possible !
Interesting idea: with new spell modding commands, it should be possible to mod Three Red Seconds into something different, and make Nomad castle spam limited by something other than gold.

Still, I have a LOT to read (Nomad peoples) if it's going to get anywhere. Thanks for ideas. I read a lot about slavic tribes and I'm still unsure how to make their ordinary national units feel special.
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