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Old January 19th, 2008, 12:25 AM

LoloMo LoloMo is offline
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Default Paths of Madness (Discussion Phase)

Which path is the most powerful?

We will answer this question with the following challenge for experienced players:

8 nations each with only a single available path will battle it out for supremacy. The map will be 12 provinces per nation, no water provinces, Middle Age settings, No indy mages, No heroes, all modded nations. Each Capital will start with 5 gem/slave production in their specific path. Blood nation needs to blood sacrifice to spread dominion.

Pretender selection:
Each nation will have the same Lady of Love Titan pretender with the following modifications to start values:
1. 0 starting magic, new magic paths cost 100. You are expected to select only one magic path appropriate to the path you have selected for your nation.
2. Starting Dominion of 5.
3. Leadership of 160/50/50

Military Units:
1. Each nation will have the same set of unit chassis: Militia, Slinger, Short Bow Archer, Light Infantry, Tower Shield Infantry, Piker, Heavy Cavalry.
2. One unit will be selected as sacred.
3. One unit will be given special abilities according to the following table:
Fire: Fire resistance, Heat 3
Air: Shock resistance, Airshield 80%
Water: Cold resistance, Chill 3
Earth: Protection +4, Reinvig +4
Astral: Magic Resistance +4, Awe 0
Death: Undead, Cold resistance, Poison resistance
Nature: Poison resistance, Regeneration 10%
Blood: Strength +4, Fear 0
4. If you give your sacred unit the special ability, then it becomes capital only. Otherwise, your sacred is recruitable in any fort.
5. Instead of the path specific special abilities set in #3, one of the following may be chosen as replacement: Stealth, Flying, Morale +6, Hitpoints +10, Attack +6, Defense +6, or Precision +3.

Commanders:
1. Each nation will have the following set of commanders: scout, plain commander, mounted commander, and an H3 priest.
2. In addition, there are two sacred (or not) path specific mages each with possible special abilities as in #3, #4, and #5 above. (If your commander has special ability and sacred, then it is capital only).
Warrior Mage: Mounted mage with 1 in selected path and leadership 40/40/40
Mage: 3 magic plus 50%/25%/10% and leadership 40/40/40

Banned spells/exploits:
1. Arcane Nexus, Utter Darkness, Astral Corruption, Burden of Time are banned since they can not be dispelled.
2. Stealing of Bogus Script is banned.
3. If using Wrathful skies and Mists of Deception combo, you can use retreat only as your very last command (6th script).

++++++++++++++++++++++++++

The above rules is the first draft of the Path Challenge. Let's discuss balance, and if there is any interest in this sort of challenge.

Also I have no modding skills, so we will have to ask a kind modder to sponsor us and draw up the modded nations. There will be one Pretender for all, 2 modded units and 2 modded commanders per nation. I hope this will fit within the sprite limitations in a single game.
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