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				November 18th, 2012, 05:41 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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					Join Date: Dec 2010 
					
					
					
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		no, i am completely serious, reducing the price of militia(one of the most unfairly underutilized umits in the game) by 2 gold is a massive change that will shake the metagame to its core. maybe this daring mod will even go so far as to increase their strength stat by a single point to represent militia being mostly conscripts from rural areas. who knows, or dares to dream? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 19th, 2012, 04:49 AM
			
			
			
		  
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				Corporal 
				
				
				
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					Join Date: Aug 2011 
					
					
					
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		Did he ruin your favorite mod? sadface    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 19th, 2012, 05:29 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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					Join Date: Dec 2010 
					
					
					
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		on the contrary, this mod is my favorite, now and forever 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 19th, 2012, 05:54 AM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		Then I vote to rename this mod to "Admiral Aorta's favourite balance mod". To be clear its purely a rebalancing mod rather than a content mod. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 19th, 2012, 06:50 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		that's fine with me, i would be honoured to give my name to such a wondrous mod 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 19th, 2012, 06:53 AM
			
			
			
		  
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		The non-apparent use is that militia become very gold-effective at patrolling and sieging (defense, offense). 
 
CBM made the same change and the CBM world didn't implode. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 26th, 2012, 06:00 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		You really think 7 -> 5 gold change would massively change the metagame? I was gonna go with 7 -> 6, but it seems like needless pussy footing. 
 
I'll set it at 5 (and the little Markata at 4) for the latest multiplayer match with my local Dominions group. I guess I'll have funny stories to tell if it means things get out of hand. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 26th, 2012, 06:26 PM
			
			
			
		  
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		A little addition. I feel the metagame, when it comes to militia probably needs to be changed. I've never met anybody willing to buy militia, except in truly bizarre one-off circumstances. You pay full food cost for the "soldiers" with weapon skills and morale 8. Mostly they are more a liability than an asset. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 26th, 2012, 09:32 PM
			
			
			
		  
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				Private 
				
				
				
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		Making Militia NNE could help. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 27th, 2012, 12:33 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Adept's Mod (weapon, magic and monster changes)
			 
             
			
		
		
		
		Nne? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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