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Old September 21st, 2007, 05:31 PM
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Burnsaber Burnsaber is offline
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Default Re: Pirate Nation!!

Oh, I can see them now. They seem quite cool -> for balancing them, I suggest taking look at Sombre's "Arga Dis"-mod. It has balanced recruitable fear troops. You should comapare the Serpents to them.

Althought I have enjoyed palying the nation so far, I have a small gripe with it. Pirate Lords & Dread Captains are cool, but still the nation lacks a certain "oomph" thematically. I feel that it should be a bit more "piratey". I'm NOT talking about limp dudes with parrots and "y'arr"'s, but I feel that the nation should be a bit more disorderly.

When I think of a city ruled by pirates, I think of a city made with vice & debauchery. Think of a darkest, seeping watering-hole near a harbor and extend it to a whole city. Perhaps you have different idea about it (I'm quite sure you do since you gave them resource & gold bonuses at capitol).

If you want to go for a bit more "piratey" route, I'd like to suggest something along Thugs (I mentioned these earlier), Cutthroats (low cost assasin) and Crime Lords (these could all kinds of weird [censored], think of a mafia boss-> spy, summons thugs, etc..)

But the "tamed sea monsters" idea has merit, they could give the nation a unique feel. You'd just have to be careful that the naton wouldn't start to revolve around them. You could perhaps do some national summons on that area? Asp Turtles with Howdah's occupied with 10 crossbowmen! They'd be like medieval tanks.

But enough of that, I'll now move to other issues.

1) I feel that Dread Captains are overpriced. a d2 mage for 180 gold? Sure they are Amphibious, but still. 180 gold for D2? Currently I recruit one to do "Dark Knowledge" and then completely forget about them. They also still have mapmove 4. They need to be more badass to justify their gold cost.
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See this thread for the latest info concerning my mods.
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