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				January 13th, 2010, 12:28 PM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 Yeah it's a cap enabler pretty much.
 I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
 
 Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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				January 13th, 2010, 01:32 PM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 
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					Originally Posted by Sombre  Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each. |  That would be pretty damn cool, imo.
				__________________"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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				January 13th, 2010, 01:48 PM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 
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					Originally Posted by rdonj  
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					Originally Posted by Sombre  Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each. |  That would be pretty damn cool, imo. |  Yep, but isn't really CBM stuff, qm doesn't like adding new units; another mod with something like that would be very cool indeed  |  
	
		
	
	
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				January 13th, 2010, 05:33 PM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 
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					Originally Posted by Sombre  Yeah it's a cap enabler pretty much.
 I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
 
 Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
 |  Unfortunately, the way the game handles resources across turns seems to be borked.  If you can't build it in 2 turns, it will never get completed.  (It seems to handle carry-over for one turn just fine, but not more than that) |  
	
		
	
	
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				January 13th, 2010, 06:07 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Conceptual Balance Mod 1.6 
 
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					Originally Posted by Squirrelloid  
	Quote: 
	
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					Originally Posted by Sombre  Yeah it's a cap enabler pretty much.
 I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
 
 Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
 |  Unfortunately, the way the game handles resources across turns seems to be borked.  If you can't build it in 2 turns, it will never get completed.  (It seems to handle carry-over for one turn just fine, but not more than that) |  Is that in the bug-list? |  
	
		
	
	
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				January 13th, 2010, 08:53 PM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 
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					Originally Posted by Stavis_L  
	Quote: 
	
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					Originally Posted by Squirrelloid  
	Quote: 
	
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					Originally Posted by Sombre  Yeah it's a cap enabler pretty much.
 I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
 
 Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
 |  Unfortunately, the way the game handles resources across turns seems to be borked.  If you can't build it in 2 turns, it will never get completed.  (It seems to handle carry-over for one turn just fine, but not more than that) |  Is that in the bug-list? |  I don't remember seeing it there, but i never went looking for it specifically. |  
	
		
	
	
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				January 14th, 2010, 06:56 AM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 Interesting. I might have to give that a test.
 If it is the case it actually opens up another option, which is to have units that cost just the right amount in resources that you need a special province or prod 3 scales or riches from beneath to be able to build them within the two turn limit.
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				January 14th, 2010, 08:41 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Conceptual Balance Mod 1.6 
 Wouldn't it be a trap for the IA, making it queue units it will never be able to complete ? |  
	
		
	
	
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				January 14th, 2010, 09:54 AM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 Possibly. But simple enough to not use the mod with the AI if so. I also suspect the AI wouldn't try and build them. |  
	
		
	
	
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				January 14th, 2010, 03:35 PM
			
			
			
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				 Re: Conceptual Balance Mod 1.6 
 Qm has done a great job in this mod of making some nations stronger, but there is a lot of work yet to be done on nation balance.  I would like to see a balance mod where no nations are clearly much more powerful than others.  Ideally, nations like niefelheim, hinnom, mictlan, etc would actually be on par with other nations in terms of strength, rather than clearly ahead.  Thus, I'd like to jumpstart a discussion of nation balance by proposing my own list of changes that I feel would do more than provide small power buffs to weak nations, but rather give them a substantial boost putting them on par with the powerhouse nations.thus here is my list. i welcome disagreement/discussion, and i acknowledge i am not the most experienced of players.  Nevertheless, I think some discussion of nation balance is warranted, especially with the removal of gem gens.
 
 EA arcoscephale:
 1. Mage engineers recruitable everywhere
 2. Oreiads get A3E1N2 default with the extra 110 percent random
 3. lower encumbrance on icarids
 
 EA ermor:
 1. Augurs get a point in D magic
 2. Augur elders get an extra 100 percent F/D/A/S random
 
 EA Ulm:
 1. 50 percent random on smiths increased to 100 percent
 2. Archers restored to vanilla stats
 3. Antlered shamans increased to N3
 
 Marverni:
 1. Druids reduced to 300, W random option removed, leaving randoms only S/E/N
 2. Axe wielding infantry +1 strength
 
 Sauromatia:
 As is
 
 Tien'chi:
 1. Master of elements recruitable everywhere
 2. Reduce resource cost on archers
 
 Mictlan:
 As is
 
 EA Abysia:
 1. Warlock and Warlock apprentice recruitable outside of capital
 2. Extra point of earth on Annointed of Rhuax
 3. Demonbred given leadership 40/Undead leadership 40
 
 EA Caelum:
 As is
 
 EA C'tis:
 1. extra point of N on Sauromancers, research malus 1 to compensate
 2. Serpent dancer cost reduced by 5
 
 EA Pangaea
 1. Centaur warrior price reduced by 5
 2. Pan reduced to 300
 3. Maenad generation rate reduced
 
 EA Agartha
 1. Extra E/Element random on Oracles
 2. Earth readers 10 Percent chance of extra E random
 3. heat 2 preference
 
 EA tir'na'nog
 1. Extra point of E on Tuatha sorc and Ri
 2. Sidhe warrior price reduced by 3
 
 Fomoria
 As is
 
 EA vanheim
 1. Dwarven smiths recruitable everywhere
 2. Sacred boar cost reduced by 10
 
 EA Hellheim
 1. Svartalfs restored to recruit anywhere
 
 Niefelheim
 As is
 
 Kailasa
 1. Yaksha recruitable everywhere
 2. Bandar longbows reduced to 18 gold
 
 Yomi
 1. MR on demon troops increased by 2
 2. Reduce encumbrance on Dai oni armor by 2
 3. Old age removed from sorcerer
 
 Hinnom
 As is
 
 Atlantis
 1. MR on all "Deep" troops increased to 10
 
 R'lyeh
 As is
 
 EA Oceania
 I have no idea where to go with this one.....
 
 Lanka:
 As is
 
 Feedback on this list?  Unless people really hate talking about this, I'll post some suggestions for other ages later. Once again, i only intent this as a starting point for a discussion of nation balance, not as some kind of definitive list.
 
			
			
			
			
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