Conceptual Content Mod
So I was talking to QM the other day about a mod project that Ive been considering for a while and hed been thinking about a similar thing. While I enjoy bringing entirely new nations to dom3 and will continue to do so (currently working on lizardmen) I also love the basegame nations and often feel like adding stuff to them, particularly when using a nation that has a very short recruitment list or a glaring lack of national summons.
My original thought was to produce a mod which added exactly 1 national spell and 1 new recruitable unit to each nation, ensuring that this new content was thematically on point and if possible gave the race a new strategy (so a niche unit or spell) or helped balance it a bit. I also wanted to avoid replacing anything currently used by the nation so no flat out better infantry, no atavi longbows, no pale ones with more suitable weapons and shields, nothing like that. Instead I might give Jomon a battlefield Koga Ninja troop, or Machaka a pygmy with animal awe for elephant killing duty, or a DN vine based entangle spell that also poisons or causes fear for LA Pangaea.
I like this idea of 1 unit and 1 spell for each nation. It gives a clear goal and everyone can tell fairly easily whats been added. But on the other hand its clear that some basegame nations have plenty of content while others are rather bare particularly those with no national spells whatsoever. So while I think 1 unit and 1 spell would be a nice minimum to aim for, clearly some nations could use more love than others.
I think a good idea to start would be just looking at the MA nations. At this stage I want to plan things out a bit so I thought Id get feedback from you fine folks. Any great ideas for content? Which nations need it most? Which have a glaring lack of something?
QM and I agreed that while some national spells could be summons, it might actually be more interesting to add new combat spells rather than rituals, because non-summon national spells are a bit rarer in basegame.
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