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

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  #1  
Old March 10th, 2009, 05:18 AM

llamabeast llamabeast is offline
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Default Re: Nation - Tomb Kings - v1.00 released (March 2009)!

Well, most of the commanders are sacred, so the upkeep shouldn't be too bad. The change was an extra 1 gold/turn for the High Priest. So I think they'll be okay.
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Old March 10th, 2009, 06:41 AM

rdonj rdonj is offline
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Default Re: Nation - Tomb Kings - v1.02 released (March 2009)!

Hmm... I'd always overlooked the Tomb Princes before, but with an e9/w9 bless they can be rather shockingly effective at expanding Until it runs into an indy fire mage who casts fire darts once, gets lucky and nails you for 10 damage, and then the lingering fire damage kills him. Curse you, lucky indy fire mage!

Also, I guess I was overreacting a bit to the gold cost. I just am remembering back to warhammerama where I had like 1000 upkeep, with mostly just sacred commanders and my immortals.

Last edited by rdonj; March 10th, 2009 at 07:05 AM..
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