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  #21  
Old June 8th, 2008, 10:32 AM
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Default Conceptual Balance

So, players know, I believe the latest version of the CB mod is 1.21. Be sure to design your pretenders with the correct mod.

Feel free to email me your pretenders. Please include "RAND" in the subject line so that my email program will send your email to the right folder.

Thanks.

Pasha
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  #22  
Old June 8th, 2008, 10:43 AM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance

1 water nation?
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  #23  
Old June 8th, 2008, 11:00 AM
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Default Re: Conceptual Balance

Yep. That's because I was expecting to use the Shepards of Creation map that could only fit 1.

If it turns out that players think that 1 water nation is a bad idea, then we could pick a map for land nations, and I will replace the water nation with another land nation.
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  #24  
Old June 8th, 2008, 12:41 PM

calmon calmon is offline
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Default Re: Victory Condition

Quote:
PashaDawg said:
Okay. It looks like most players want a victory condition based on VP's in capitals. How many should be controlled to win the game? 5 out of 13?
7 out of 13 (50%) is good i think. We had similar in the first game and it wasn't too long.
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  #25  
Old June 8th, 2008, 12:41 PM
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Default Re: Conceptual Balance

I'm good with Shepherds of Creation.
Just curious how ppl regard any of the following three maps:
1. Glory of the Gods. MP version.
2. The eight gates (connection gates).
3. The all favorite Orania.

My vote goes for 7 capital VPs. In my experience 5 tends to end game preternaturally (for my taste).
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  #26  
Old June 8th, 2008, 02:49 PM

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Default Re: Conceptual Balance

7 as well
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  #27  
Old June 8th, 2008, 03:24 PM
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Default Re: Conceptual Balance

Fine with 7.
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  #28  
Old June 8th, 2008, 04:12 PM
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Default Re: Conceptual Balance

I'd just like to check with the experienced crowd (that would be you ) as I've nevered gotten around to using CBM before: I don't suppose any of the magic paths of summonable mages are changed in it? Everything else I can figure out in the game, and I've seen an item forging reference floating around somewhere I can dig up, but I'd rather not face nasty surprises when I summon certain creatures to expand my magical diversity.

Edit: I'm fine with 7 too.
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  #29  
Old June 8th, 2008, 04:27 PM

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Default Re: Conceptual Balance

Quote:
Amhazair said:
I'd just like to check with the experienced crowd (that would be you ) as I've nevered gotten around to using CBM before: I don't suppose any of the magic paths of summonable mages are changed in it? Everything else I can figure out in the game, and I've seen an item forging reference floating around somewhere I can dig up, but I'd rather not face nasty surprises when I summon certain creatures to expand my magical diversity.

Edit: I'm fine with 7 too.
Nope, I have made an effort to not change magic skills of any mages. I also have not made any items harder to forge, only easier, to avoid 'why can't I forge X' problems. Probably 90% of all changes are simply making things cheaper.

Also: 7 sounds good to me.
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  #30  
Old June 8th, 2008, 06:04 PM
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Default Re: Conceptual Balance

Okay. Sounds like 7 is the magic number for victory!

If folks aren't strongly against the Shepards of Creation map, then I will look into tweaking it for staring positions. Just no one can whine about their starting position.
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