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Old December 7th, 2008, 07:36 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Why magic paths are like mod Nations.

I disagree that it's as big as you seem to think and imply that it is. The same thing I'm suggesting has already been done a total of 9 times. So it's something that can indeed be done, and done often enough that the process itself fails to disrupt the game. And, to put it another way, if someone were to remove Blood from the game, would that really destroy the balance of the game, for those Nations that don't use blood? Sure, it can be a useful path, but unless you're Mictlan or Lanka, the absense wouldn't exactly cause the game to become unplayable.
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Last edited by HoneyBadger; December 7th, 2008 at 07:39 PM..
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Old December 7th, 2008, 07:55 PM

Illuminated One Illuminated One is offline
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Default Re: Why magic paths are like mod Nations.

While I would thematically like the ability to add new paths I like Jim think it is hard to implement.

Adding/changing a nation, spell, unit, item, magic site affects nothing but that nation, spell, unit, item, magic site.
Adding a new path requires all nations to have places where the gem income is stored and all units need some place to store their pathlevel, too.
And that is both in the UI and behind the curtains.
If those places have not already been reserved then old games probably would be incompatible with a version that has more paths.
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