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  #1  
Old March 10th, 2009, 03:22 AM

llamabeast llamabeast is offline
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Default Re: Nation - Tomb Kings - v1.00 released (March 2009)!

Yep, updated on the LlamaServer.

The resource cost is because of the difficulty of awakening them. See the flavour text for the ordinary spearmen - expensive incenses and balms are required, explaining both the gold and resource cost. Because few of the troops have much armour, I found that without this it was just too easy to suddenly mass armies, which didn't fit with my picture of the nation at all (the priests tirelessly working to reawaken the ancient armies over many months).

I hope the gold cost won't cause commander-heavy armies! The intention was to generally slightly nerf the nation without discouraging the recruitment of the national troops. I'm always wary of creating a super-nation (it's easy to do without realising), and Nehekhara has a number of national strengths. I think it has a number of weaknesses too though, so I'm content with the balance now, although if people think it's strong or weak I'd be glad to hear (I won't change it in the short term though, as stated, to provide some stability).
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  #2  
Old March 10th, 2009, 03:52 AM

rdonj rdonj is offline
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Default Re: Nation - Tomb Kings - v1.00 released (March 2009)!

Well, not commander-heavy for dominions really. But with the high upkeep you have to pay on most of your commanders, it will limit how many units you can buy, leading to smaller armies as people will almost always choose mages over armies when their cash is running low. They'll be more or less like any other dominions nation in that regard, just faster than most with the heavy reliance on tomb kings.
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