Re: What it will take for me to purchase Dom III
			 
             
			
		
		
		
		I think I have an idea how to make nationals scalable without increasing micromanagement. 
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National troops would get predefined bonuses for each additional fortification you control. Makes sense, as you need them to produce national anyway. 
Flavor-wise it would be something along the line "The garrison of Blahuageuawraarhsaark made some improvements to heavy crossbow design and we can now use it nation-wide" or " new forging techniques, or news of national hero/propaganda (inspiration;see soviet Russia for reference), source of better ore... 
 
To stop Watch Tower abuse, it would be NumberOfForts*FortAdminValue (no I have no idea of Dominions variables). 
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For those of you who think that "you can just start producing nationals for free - therefore they should suck" 
- nationals require forts (say 300-450 gold, 3-5 turns to build, and a commander) 
- Process of building a fort can be interrupted. 
- forts need adjacent provinces to work properly 
- resources, unlike gems, don't carry over to next month (seems like, doesn't it ?) 
- there's a hard limit on how much you can recruit in one turn. On the other hand, you can burn LOTS of gems in a single turns. 
- you can get gems from another player, not true with resources. Technically you can get away without magic sites for some time. 
- you can keep all summoners in one spot, forts force you to expand. 
- many national units require temples (usually 200 and a priest to build it) or labs (200 and a mage). Combined with 450 fort, this means 850 gold, multiple turns of building and commanders. 
- I'd say population killing spells are quite effective. Growth scale is slow. Your ability to buy conventional troops is affected by cold, heat, unrest, productivity, order.. 
		
	
		
		
		
		
		
		
			
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