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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 November 17th, 2009, 01:07 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by chrispedersen View Post
Generally ulm units cost a few gp more than other nations. So I stand by my comments that you need $$ for units, and cannot envision a setup where turmoil-3 works.
In the game where I just beat you, Zebra, I had turmoil 3. And if I could start over I would probably have taken some sloth too and swapped the fountain for a WQ.

I expanded using my starting army + a couple templars(!) for the weak indies and second tier mages casting call horror+retreat with indy scouts following to capture for the moderate to hard ones. Lots of micro but worked like a charm.

Extra bonus is that after initial expansion you already have those mages sprinkled out to blood hunt.
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