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Old September 15th, 2009, 10:44 AM
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Stavis_L Stavis_L is offline
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Default Re: Glittergem, Land of Gnomes v0.5

A few quick thoughts:

1) The descriptions are a little...sparse

2) The natural protection varies quite a bit on your gnomes. Militia, warriors, and archers get 3, glittergold warriors 4, scouts, clerics, and priests, wizards, illusionists, and golemancers 1, captains 2?

I don't really see the rationale for the distribution; it seems a bit random.

3) Your gnomish warriors have morale 7, vs. the archers morale 8. Might want to explain the discrepancy. Also, any fear/awe using nation will own them.

4) You might want to make an attempt to fit them into the Dominions world setting...Your nation descript describes gnomish physical characteristics and psyche, but not much about why they're backing a pretender...

5) Your description for the wizards/illusionists implies some variability in magic paths. They both have fixed paths (not to mention the same description). Also - all your mages/clerics are recruitable everywhere, vs. being tied to your capitol. Is that an intentional design feature?

6) 14 seems to be your base precision on your mages/clerics. Pretty high, especially when your archers only get precision 9.

7) I don't think "inanimate" is the tag you want for the golems. You probably *do* want "mindless" however.

8) You should probably give the scout "noleader" unless you have a reason not to.

9) Your wizards are all "okleaders" (40 leadership) as well as having lots of magic leadership. Is this intentional? It's certainly unusual.

10) Might want to give an elite commander to go along with the glittergold warriors (who I imagine will vastly represent your non-archer recruits.)

11) In general cut down on your commas in descriptions.

Also - this mod raises the question: Gnomes vs. Monkeys? Who would win?
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