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April 9th, 2010, 08:43 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Game Running - Commander War - House Rules
In this game you are expected to never recruit any units, to leave any non-commander units in the garrison of the province they start in, and to avoid summoning units that are not commanders. No, the nations are not even remotely balanced under these settings, and that doesn't bother me in the least.
Maximum PD purchase = 10.
Early Era.
Small random map.
75% magic sites.
Easy research.
Indies level 0.
CBM 1.6 and Endgame Diversity mods
Players:
Caelum - Graeme
Yomi - Baalz
Atlantis - Frozen Lama
Niefelheim - Trumanator
Hinnom - Kheldron
Last edited by Graeme Dice; April 21st, 2010 at 12:19 AM..
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April 10th, 2010, 12:40 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: New Game - Commander War - House Rules
It would be a very good idea to state what indy settings you're intending to use.
__________________
"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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April 10th, 2010, 01:32 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: New Game - Commander War - House Rules
Let's say level 1 so that the giants don't expand noticeably better
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April 12th, 2010, 05:26 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: New Game - Commander War - House Rules
Any takers? I promise that this game will be horribly unbalanced and broken!
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April 12th, 2010, 05:30 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: New Game - Commander War - House Rules
I'll play Yomi
__________________
My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
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April 12th, 2010, 08:14 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
Posts: 868
Thanks: 56
Thanked 42 Times in 33 Posts
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Re: New Game - Commander War - House Rules
Ah hell with it! i'm in. give me........ is EA atlantis ok?
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April 12th, 2010, 08:38 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: New Game - Commander War - House Rules
I don't see why not. Forcing us to attack underwater can't be any worse than letting somebody use one of the two markata nations.
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April 12th, 2010, 10:56 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
Posts: 868
Thanks: 56
Thanked 42 Times in 33 Posts
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Re: New Game - Commander War - House Rules
question: is spells that summon units in battle ok i.e. will of the wisps and such?
Edit: and i vote for indies zero, but i'm not stubborn about it.
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April 12th, 2010, 11:16 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
Posts: 868
Thanks: 56
Thanked 42 Times in 33 Posts
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Re: New Game - Commander War - House Rules
the reason i say indies zero is that i could see someone playing a human nation, and not doing too badly, but they couldn't expand for shi* in this game which would kill it
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April 13th, 2010, 01:08 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: New Game - Commander War - House Rules
Spells that summon units on the battlefield are fine, simply because it's impossible to make a death mage cast something other than raise skeletons.
I think indies 0 is probably a better idea.
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