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  #1  
Old May 9th, 2007, 11:29 AM
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Default Re: Which nations need help?

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RonD said:
Whichever one is being played by me.
HA! I bet I can lose to you while both hands aren't tied behind my back.
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  #2  
Old May 9th, 2007, 01:46 PM
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Default Re: Which nations need help?

I'd like to give R'lyeh the ability to become a blood position once it comes on land.

Mainly, this is for thematic reasons - if you've got cultists, they should be performing blood sacrifices. Duh.

This would involve national blood spells, and adding blood magic to some of the R'lyeh freespawns.

The other nation on which I'd like feedback is C'tis.

Is EA C'tis weak? I've never played it in multi-player. I honestly don't know.

MA C'tis is a very interesting nation. It seems to me that the chief weakness of MA C'tis is that they have a lot of trouble with magic diversification. But would MA C'tis be too powerful if they didn't have that limitation? The best workaround at present is to take 4N on your God so that you can place shrouds on diseased independent casters. This is expensive and non-optimal in a lot of respects.

I think the only thing LA C'tis needs is the ability to bless her undead, which my mod already enables. LA C'tis is already swimming with national magic in any case, and hardly needs more.
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Old May 9th, 2007, 02:16 PM

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Default Re: Which nations need help?

Thanks for including Marverni - EA, they are in the most need, IMHO
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Old May 9th, 2007, 02:58 PM

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Default Re: Which nations need help?

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DrPraetorious said:
The other nation on which I'd like feedback is C'tis.

Is EA C'tis weak? I've never played it in multi-player. I honestly don't know.

I don't play MP, but at least in SP they are one of my favorite nations. Cheap sacred researchers, no need for a bless means it's easy to prioritize magic research. No real problems with expansion given Elite Warriors and Heavy Infantry. Easy access to skelly spam and later on Cloud of Death. Magic diversification is a bit of a problem at first, but C'tis has an easy time getting intelligent Tartarians with so many death and nature mages, and Unfrozen mages are an option sometimes too. I don't see C'tis as needing any help.

-Max
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Old May 9th, 2007, 06:48 PM
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Default Re: Which nations need help?

Quote:
DrPraetorious said:
MA C'tis is a very interesting nation. It seems to me that the chief weakness of MA C'tis is that they have a lot of trouble with magic diversification. But would MA C'tis be too powerful if they didn't have that limitation? The best workaround at present is to take 4N on your God so that you can place shrouds on diseased independent casters. This is expensive and non-optimal in a lot of respects.

A ring of regeneration works just as well as a 4N shroud for preventing further HP loss and afflictions from disease. And all you need for the rings is any tribal shaman province, plus one thistle mace to kick off a mace-building, ring-building spree. Plus some gems .
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Old May 9th, 2007, 07:23 PM
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Default Re: Which nations need help?

You can do all that, Baalz, but you're still going to be at a big disadvantage. They're not a totally useless nation, I'll give you that, but the things they are good at are not good enough to win the game against a really powerful nation, unless you're a lot better than the person you're playing against.

You can use the submarine/battleship analogy, but they're like having a navy that's made up of a handful of submarines, iron-clads, and primitive canoes, and pitting them against a modern navy--maybe without subs, but with battleships, helicopters, aircraft carriers, support vessels, the whole works. The subs might be very effective-at certain tasks-but they are still going to have a hard time fielding all those depth-charges and sonar scans.
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Old May 9th, 2007, 07:57 PM
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Default Re: Which nations need help?

If I were going to fix R'lyeh, I'd give them the ability to recruit enslaved sea-trolls (capital only), and do something to make all those free-spawn atleast somewhat effective offensively-like make a level 0-2 national spell that makes them all slightly poisonous (1 point of damage).

It'd also be nice if the sacred aboleth recruitables had a counterpart to the Mind Lords

As far as national spells-I'd do spells that summoned Polypal Mothers who could produce stronger types of spawn-one that's amphibious, another one that has weapons-grade (low level) life-draining, a third that has mild poison, a fourth that can "fly" underwater", and a fifth with slight regeneration, and maybe a spell that "mutates" all your troops into more effective forms-give them one point of (improveable) Un-natural armor or a water-version of Breath of Winter or Moss Body (can that be cast underwater? I'm at work) or makes their natural attacks armor-piercing, without increasing the damage, or makes them all sacred-since sacredness probably is different for an Aboleth than for a human. I think that would be neat. Naturally, these spells would be tailored to be cost effective when you use them on masses of spawn, but very inefficient for any other use, for balance.

Please Note: some of these ideas, I'm actually using for mod nations that I'm working on, but my wife and I are in the process of buying and moving into a house, and I have neither the free time nor the concentration to get them out any time soon, so feel free to use these, I just might come back later and use them myself.
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