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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old March 11th, 2008, 06:00 AM

Tyrian Tyrian is offline
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Default Re: New *Unique* Nations Brain storm thread

I think background must be the first thing to define for having a nation with a flavor. I can't think about unit or else without a background optic. Stats and other are secondary in my mind.

For the stats I'm totally agree with 1, 3, 4, 6, 12.

For point 2 and 11, I think there are not recruitable unit at all. The gold are useless for this entity (so is connected with 11). But spawn a mage leader by turn by fort is largely too powerfull and give no choice to the player. The player haven't any control on the troop he can have.

For point 5, 7, 8 and 10, I think the opposite. Majority of summons are ritual summons. The crystal unit growth "slowly". And research is needed because the Crystal entity (or his master if it is another pretender) need to make experiment to create new monster type. The crystal entity doesn't know all of his capacities at the start. Furthermore, this give to the player control on what he can summons, and better control on his strategy.

I have some more background ideas, based on the fact this presentation are for the EA. For the MA, the crystal mage hero betray the crystal entity, contains it and use it to create an empire. More classical nation, the cristal entity lost pearl production but doesn't kill population anymore. Crystal mage, crystal knight (hight cost, very good garning, hight MR), less special summons (no more crystal leaders but always crystal monster like elemental or crystal mutant).

In the LA, the crystal break his containement. There is a fight between it and the hero crystal mage. During this fight, the crystal mage severly "wound" the crystal entity. Energy flow by the wound and the entity became insane. His insanity strike equally the mage. For this age, it is the same logic of the EA, but with dom insanity and some new unit ethereal unit spawned by the energy flowed by the wound. These unit are auto-spawned. There is equally madness flagellant created by the crystal capacity to break human mind.
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Old March 16th, 2008, 03:36 PM

Forrest Forrest is offline
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Default Re: New *Unique* Nations Brain storm thread

How about a province conversion stealth preacher. He moves in a simply causes them to rise up and change Gods?

How about a national summons by the preachers? He converts the province and can summon units through prayer. Maybe stealthy and commanders at higher lvls. Holy units. An angelic army thing.

Could do multi turn summons for higher etheral, awe type units. Just when you think their down they pop up out of nowhere.

A raiding unit from on high rather than hell. Your PD becomes theirs on conversion.

Probably based on a home province preacher unit.

Antiblood and death nation.
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Old March 17th, 2008, 08:07 PM
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RedWurm RedWurm is offline
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Default Re: New *Unique* Nations Brain storm thread

A Magical Technocracy:

a nation run by a small elite of magical leaders, without much support from the people or the religious establishment of the nation they control. they have very poor PD, possibly some kind of dominion penalty and have trouble reducing unrest.

their armies are magically animated golems created by the national commanders. other than the basic chaff units, they have a hefty gem cost and, if possible, increase unrest in the province where they are created in line with their gem cost.

as the main restriction on golem spamming will be gems, the commanders need not be particularly powerful mages, while the properly powerful dudes could be very expensive indeed and old age will be rife.

Also, I like Aezeal's idea of summonable fortresses. this nation might possibly have a normal fort that could summon the basic chaff spammers, just to keep the locals unhappy, whereas the better commanders could only be recruited from summoned fortresses - which would necessarily compete with your army for gems.
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