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  #1  
Old December 19th, 2006, 01:33 PM
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Default Re: Possible missing nations in Dom III?

Personnally I'm not a fanatic of real world mythology and wouldn't be shocked by a mix with classical/d&dish-generic fantasy (I wouldn't say exact tolkienish fantasy, Middle Earth is a very specific world, always betrayed by games pretending to adapt it), but as modders do it well it would be a waste of developpers time at this point to add dwarven or elven nations (even if I think to have this kind of very classical nations would have been a good idea at release, as new players may immediatly figure what kind of nation elves, orcs or dwarves are and how they are supposed to play).

About real world inspired nations, I would like to see an arabic human nation with a djinns cult, flying carpets, etc... and an amerindian nation, more than more far-eastern ones.
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Old December 19th, 2006, 02:45 PM
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Default Re: Possible missing nations in Dom III?

What I find original and appeling in Dom series is the use of Mytholgy (and fantasy like Lovecraft inspired nations) to combine in nations, at different degrees. I'm amazed before the work done at this. (and wouldn't be surpised if the developers were also history professors)

I think adding classicall D&D elves or Dwarves or Orks just wouldnt fit with the spirit of Dominions (and we have enough of them in evry fantasy game), even if they would make the game more appelaing for common gamers, but Dominions is more a 'niche' game. I would prefer far much like you propose nations based on Korea or others (Maybe eastern Europe country which have also a rich mythology and colorful history or Monghol hordes, or even a combination of both)
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Old December 19th, 2006, 03:50 PM
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Default Re: Possible missing nations in Dom III?

Personnally I like this game because of the "let's include all things and some more" spirit, which is exactly the original D&D spirit (the first Deities & Demigods and Monster Manuals were IMO the first game books pillaging and mixing as many mythologies + the Cthulhu mythos and some others fantasy sources) even if of course most fans + the designers will burn me for saying that, or for considering that any game whith mages casting fireballs and priests banishing undeads has no real reason not to have elves, orcs or killer pinguins as well.

ps : Kristofer *is* a mythology professor iirc.
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Old December 19th, 2006, 03:56 PM

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Default Re: Possible missing nations in Dom III?

Ah yes the first print, first edition Deities and Demigods was great.
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Old December 19th, 2006, 05:01 PM

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Default Re: Possible missing nations in Dom III?

Quote:
Twan said:
...
ps : Kristofer *is* a mythology professor iirc.
Not professor, but he teaches religion and has a degree in comparative religion.
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Old December 19th, 2006, 06:20 PM
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Default Re: Possible missing nations in Dom III?

Quote:
johan osterman said:
Quote:
Twan said:
...
ps : Kristofer *is* a mythology professor iirc.
Not professor, but he teaches religion and has a degree in comparative religion.
Wow, that explain a LOT of things now. The background of the game is so rich, I just lack of words as I have only played some nations and still discover new things in them, and there is so much to try...

And with real based nations and their myths, the possibilitiess of extensions, modifications, addons seems with no end.
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Old December 19th, 2006, 04:12 PM
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Default Re: Possible missing nations in Dom III?

Quote:
Twan said:

About real world inspired nations, I would like to see an arabic human nation with a djinns cult
I have a mostly complete Corsair/Arabian Nights/Sinbad nation sketched out in my head! Alas, i lack the skills to make such a mod. Blind Magi on flying carpets escorted by faithful monkeys, sinister blood slave trading Sorcerors, a Great Bazaar that brings gems of all types from around the world, heroic Captain heroes, indolent Shah Princes, sacred Bashi-Bouzuki and Ghazi, ect. (I see the nation having no sacred magic users, but almost all military units being sacred, which might take some time to polish).
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Old December 19th, 2006, 04:41 PM
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Default Re: Possible missing nations in Dom III?

Nitpick mode: Bashi-Bazouks were irregular, mercenary troops. Not really sacred material.
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Old December 19th, 2006, 05:14 PM
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Default Re: Possible missing nations in Dom III?

Quote:
Sandman said:
Nitpick mode: Bashi-Bazouks were irregular, mercenary troops. Not really sacred material.
I know, but i wasn't certain about how they should be modified in this setting. Irregular in the sense they were "inspired" to join, despite having little training? Or sacred because of their faith or willingness to go to battle? Sort of a Flagellant. Anyway i was just pulling historical names off the top of my head.
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Old December 19th, 2006, 05:13 PM
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Default Re: Possible missing nations in Dom III?

Quote:
Twan said:
About real world inspired nations, I would like to see an arabic human nation with a djinns cult, flying carpets, etc... and an amerindian nation, more than more far-eastern ones.
I would have to agree an amerindian would provide a much more rich background for creating a nation.
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