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  #11  
Old December 19th, 2006, 06:37 AM

calmon calmon is offline
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Default Re: Possible missing nations in Dom III?

I would love to see an arabian nights nation



efreets, djinnis, sultans, califs, flying carpets, maybe some sort of 40 thieves, etc.
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  #12  
Old December 19th, 2006, 07:15 AM
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Default Re: Possible missing nations in Dom III?

There's a really excellent mod based on an Amerindian culture called Haida Gwaii. I hope I spelled that right. Another one about dwarven pirates (great concept!), one about elves, one about blood elves (beautiful art here, but then the art standards of our modders are superlative all around), a Hoburg Nation (because small people got nobody to love)-Hoburgs are like halflings only feral cannibalistic psychics-or am I thinking Dark Sun? So atleast the modding community can scratch your itch for fantasy regulars.
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  #13  
Old December 19th, 2006, 12:30 PM
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Default Re: Possible missing nations in Dom III?

Quote:
Endoperez said:
I'm not quite sure where Scythians lived, or where Zoroastrism was practised, but I think they were in Middle East or northern Africa, not Europe.
As for Zoroastrianism, Persia. It was/is a monotheistic good-vs-evil religion similar to Christianity that emerged a few centuries before that much more popular following. Originated by a guy named Zarathustra.
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  #14  
Old December 19th, 2006, 12:47 PM

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Default Re: Possible missing nations in Dom III?

Quote:
Epaminondas said:...

As an aside, I find that this game is woefully lacking in representation regarding East Asia in general. It has two representative nations from a civilization that rivaled and perhaps exceeded that of the West for most of recorded history. Again, For Christ's sake, (no offense to the developers who are Scandinavians but...) Scandinavia gets 3 representatives in the Early Era of Dom III. I suppose Scandinavia has historically been more important than the entirety of the Far East put together!

On a related issue, it seems to be insulting to conflate the entire steppe/Mongolian civilization with the Sinic civilization of China. While the histories of the two people often collided and intersected, they developed distinctively different traditions, in particular military.
...
This is an odd complaint. Dominions isn't striving to be an accurate portrayal of the world or the relevance of it's various cultures. Nor does it make the claim that any of the nations are made up of influences from just one specific nation, or that the representation is fair. It is a work of imagination and reflects whatever influences caught Kristoffers, mainly, imagination. Complaining that there isn't enough east Asian influences in dom3 is all but tantamount to writing to the Tolkien estate and asking for revised Lord of the Rings where sino elves are included. I am sure Japanese games with mythic content often draw more heavily on Japanese myth's and tales than they do on western, this is as it should be. Besides many turn of the century occultists believed the entry to Agartha to be located somehwere in Tibet, ergo Illwinter believes Tibetans to be big one eyed monsters, also Egyptians are Lizards and Persians can fly.

Edit: Btw C'tis names are mainly Assyrian, and there is some Sumerian/Babylonian influnces in there as well. I hope the Egyptians and Iraqis will survive the insult.
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  #15  
Old December 19th, 2006, 01:16 PM
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Default Re: Possible missing nations in Dom III?



Now THAT. my friends, was a quality burnination.

Edi
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  #16  
Old December 19th, 2006, 01:33 PM
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Default Re: Possible missing nations in Dom III?

Personnally I'm not a fanatic of real world mythology and wouldn't be shocked by a mix with classical/d&dish-generic fantasy (I wouldn't say exact tolkienish fantasy, Middle Earth is a very specific world, always betrayed by games pretending to adapt it), but as modders do it well it would be a waste of developpers time at this point to add dwarven or elven nations (even if I think to have this kind of very classical nations would have been a good idea at release, as new players may immediatly figure what kind of nation elves, orcs or dwarves are and how they are supposed to play).

About real world inspired nations, I would like to see an arabic human nation with a djinns cult, flying carpets, etc... and an amerindian nation, more than more far-eastern ones.
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  #17  
Old December 19th, 2006, 02:45 PM
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Default Re: Possible missing nations in Dom III?

What I find original and appeling in Dom series is the use of Mytholgy (and fantasy like Lovecraft inspired nations) to combine in nations, at different degrees. I'm amazed before the work done at this. (and wouldn't be surpised if the developers were also history professors)

I think adding classicall D&D elves or Dwarves or Orks just wouldnt fit with the spirit of Dominions (and we have enough of them in evry fantasy game), even if they would make the game more appelaing for common gamers, but Dominions is more a 'niche' game. I would prefer far much like you propose nations based on Korea or others (Maybe eastern Europe country which have also a rich mythology and colorful history or Monghol hordes, or even a combination of both)
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  #18  
Old December 19th, 2006, 03:50 PM
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Default Re: Possible missing nations in Dom III?

Personnally I like this game because of the "let's include all things and some more" spirit, which is exactly the original D&D spirit (the first Deities & Demigods and Monster Manuals were IMO the first game books pillaging and mixing as many mythologies + the Cthulhu mythos and some others fantasy sources) even if of course most fans + the designers will burn me for saying that, or for considering that any game whith mages casting fireballs and priests banishing undeads has no real reason not to have elves, orcs or killer pinguins as well.

ps : Kristofer *is* a mythology professor iirc.
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  #19  
Old December 19th, 2006, 03:56 PM

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Default Re: Possible missing nations in Dom III?

Ah yes the first print, first edition Deities and Demigods was great.
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  #20  
Old December 19th, 2006, 04:12 PM
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Default Re: Possible missing nations in Dom III?

Quote:
Twan said:

About real world inspired nations, I would like to see an arabic human nation with a djinns cult
I have a mostly complete Corsair/Arabian Nights/Sinbad nation sketched out in my head! Alas, i lack the skills to make such a mod. Blind Magi on flying carpets escorted by faithful monkeys, sinister blood slave trading Sorcerors, a Great Bazaar that brings gems of all types from around the world, heroic Captain heroes, indolent Shah Princes, sacred Bashi-Bouzuki and Ghazi, ect. (I see the nation having no sacred magic users, but almost all military units being sacred, which might take some time to polish).
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