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Old April 22nd, 2007, 07:39 PM
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B0rsuk B0rsuk is offline
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Default Re: Dud nations

Teraswaerto:

Why should Ulm rely on unthematic pretenders to get the job done ? Why not just improve existing pretenders ?

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Balancing Ulm sounds very hard. If you improve their national units too much, you'll end up with another Vanheim. No matter what you do to national units, all of them are available from the start.

It sounds like Ulm's best hope is to attack early before enemies accumulate mages and research. This is directly in conflict with the idea of fighting only in your own dominion !

Some thematic improvements:
- assassins with unusually high MR and perhaps even 20-ish elemental resistance. They can even be supernatural or something. Someone already came up with this idea before.

- Perhaps give them 20 percent discount when bidding for mercenaries ?

- Standard bearers/Horn blowers with enchanted standards/horns. Increases MR of nearby units !

- Allow them to alchemize (captured) magic items into gems.

- make their PD scary

- change Black Plate so that it provides MR bonus

- do something !
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Old April 22nd, 2007, 07:51 PM

Xietor Xietor is offline
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Default Re: Dud nations

Improving Ulm as Endoperez has done with his mod, PLUS giving the warlord commander 12-13 mr, 80 leadership, and raising all of ulms mr from 9 to 10, would not make them vanaheim at all.

In a blitz game, their units would still be trampled by elephants, with no way to capitalize on the elephants low mr, against pangaea, even with the improvements, their infantry would not best pangaea's infantry, their arablests would not outduel the 20 hp longbows, and their size 2 infantry would still be trampled by minotaurs. Arcos hoplites would still be far far superior, ulms units still would have trouble hitting vans.

They would not be overpowered, and still would not be in many people's top 10 races to play ME.

As the game progressed, their lack of magic would still be a major obstacle, and their level 1 priests, a handicap.
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