Re: Unit list by Nation?
I like GP's "eye" something map, you were essentially scared to leave your capital. I'd like to do something a bit toned down from that, extensive mods but treasure and danger at every corner. Edi's (I think) Faerun maps were cool that way, but in a limited sense. I wouldn't want to put the effort into customizing every province, so a heavily random approach would be nice.
I also wish there was a way to relate the difficulty with of the province with the quantity/quality of treasure. Almost like CR ratings from D&D. I've only ever seen random 4..so have no idea if that is the construction level or what.
100 wolf tribe - random 4 on a commander
100 black knights - random 6
100 Huge Air Elem - Random 6 x2
etc
Barring that I would just like to see higher quality items in really really nasty provinces. With the chance to rout/not pick up items I would try for a solid medium amount figuring that a small amount would actually be gathered.
First thoughts
20 players
25 provinces per (500)
Start with 3
Indy's at 9
sites 75
renaming on
Probably a province win, but negotiable
difficult research
100% randomized
Mods
Epic/Worthy for heroes
Mythology/recuperating for pretenders
Mega-age mod +6 "balanced" nation mods negot on # of nations
Possibly add some of Amos' as AI?, probably not. negot
militia/light cav mod
Dr's spell mod if avail
Not sure about the CB mod - I like scales, but there are some gameplay drastic changes in gods/items (haven't even looked at nations/spells yet). Personal pref no, but negot.
And the no independent mod - fewer commanders to ferry, less low mages, but still get site mages. negotiable
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