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August 11th, 2007, 01:39 PM
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Re: Haida Gwaii 1.02
Did you intend to give them an admin 20 fort in their cap?
This is not a complaint at all, just curious.
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August 13th, 2007, 09:08 PM
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Re: Haida Gwaii 1.02
Aye. Haida Gwaii was my first attempt at modding. I gave them a River Fort because I thought it was thematic. As far as balance goes, a 20 admin fort may be a bit underpowered, but at the time my understanding of game mechanics did not include admin of forts.
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August 14th, 2007, 01:13 AM
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Re: Haida Gwaii 1.02
Cool, thanks for letting me know. One other thing - would you consider giving Haida access to a fourth path? They have great NAW magic, but most early nations have more path variety.
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August 14th, 2007, 02:02 PM
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Re: Haida Gwaii 1.02
In the spirit of full disclosure - I've been *****ing at Sombre that he overnerfed the nation when he CBM'd it.
But If I win the game that'll be, shall we say, rather less of a persuasive argument  .
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August 14th, 2007, 02:14 PM
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Re: Haida Gwaii 1.02
Yeah but you're using an EA nation in a game full of MA and LA nations, so you /should/ have an advantage, especially in magic.
You've actually got heavier armour and firepower than a few of the later age nations too.
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August 14th, 2007, 02:19 PM
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Re: Haida Gwaii 1.02
If I ever gave Haida Gwaii another path, it would probably be Earth magic tied to the Bear Tyee and some new units (possibly summons). And I would probably give atleast one, maybe two of the existing mages a % chance to pick up an earth pick. The Coyote Mother would probably be a good candidate for a random chance at an Earth pick.
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