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  #1  
Old October 26th, 2007, 10:22 PM
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Default Powergamers Mod

Brief overview of changes

-- Nations --
Icy Horde <- E Niefel Special AND Sacrificedom, All Jotunheim, E Ulm, L Atlantis
Cold +3

High Ones <- M Arco Special, All Caelum, M Mictlan, E Tir/M Eriu
Cold +2

Western Empire <- M Ermor Special, Sacrificedom, EM Ermor, ML Pythium (no Snakes), ML Marignon

Kingdom of Isles <- M Man Base, Sacrificedom, All Vanheim, L Ulm, ML Man

Eastern Empire <- M T'ien Ch'i Special, All T'ien Ch'i, EM Bandar Log, L Jomon

Iron Kings <- M Agartha Special, 25% castleprod bonus, All Arco, M Ulm, E Helheim, ML Agartha (humans and constructs)
Cold +1

The Lost <- M C'tis Special, All C'tis, EL Agartha (agarthans and undead), Patala (just the nagas), Hydras
Heat +2

The Deeps <- M Oceania Base, EM Atlantis, EM Oceania

The Wilds <- L Pangaea Special, sacrificedom, E Marverni, All Pangaea, E Fomoria (just fomori), M Machaka

The Fiery Horde <- E Lanka Special, nodeathsupply, E Lanka, EM Yomi, All Abysia
Heat +3

-- Pretenders --
All pretenders are specific to one of the ten nations above.
Pretenders are all gcost 0.
Costs to learn new paths generally halved.
All pretenders are immortal.
All pretenders are +2 to base dominion strength.
Pretenders get 4-9 more picks of magic, depending.

-- To do list --
R'lyeh, E and L Mictlan, and the Nemedians have no home, nor do the heretics from L Pythium.
Tried to combine them - couldn't recruit on land.

-- Version 0.1 --
-- Fixed scout/PD mixup for The Lost.
-- A slew of balance fixes to all of the pretenders. None
of the pretenders are old now.
-- The pretenders are now evenly distributed among the 10 nations.
-- The secondary shape for the red dragon is now a great warlock, instead of a great sage.
Attached Files
File Type: zip 559628-11nations.zip (45.1 KB, 758 views)
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Last edited by Edi; August 27th, 2008 at 05:01 PM.. Reason: Prefix
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  #2  
Old October 26th, 2007, 11:37 PM
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Default Re: Powergamers Mod

I notice that quite a few of the gods have been pushed into old age because of the increase of their magical powers. This was unintended, correct?

I also notice that the Icy Horde has three Pack of Wolves spells. Not a major problem by any means.

The High Ones have both the Contact Cu Sidhe and Summon Cu Sidhe spells.

The Eastern Empire has three Ambush of Tiger spells.

The Lost has a Dis for their scout despite not being able to recruit one. You may have done that on purpose though because the Lost do not have any scouts or spies. They do have assassins though.

The Fiery Horde has both the Summon and Contact Scorpion Man spells.
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Old October 27th, 2007, 05:41 AM
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Default Re: Powergamers Mod

Any nation with Agarthans in it shouldn't prefer Cold!

Iron Kings <- M Agartha Special, 25% castleprod bonus, All Arco, M Ulm, E Helheim, ML Agartha (humans and constructs)
Cold +1

Helheim isn't actually that much about cold. It could just as well be Heat +1 without any other changes.
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Old October 27th, 2007, 08:46 AM
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Default Re: Powergamers Mod

Iron Kings has human units from the Agarthan nation, and sacred statues (which are not coldblooded), so it can get away with liking Cold.

The Dis scout for The Lost was a typo - I had the empoisoner for defcom2 instead of scout.

I'll fix the ages for the pretenders.
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Old October 27th, 2007, 12:02 PM
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Default Re: Powergamers Mod

New version.
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  #6  
Old October 27th, 2007, 02:45 PM
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Default Re: Powergamers Mod

for the missing naiton, just combine the Mictlans, add nemedian mages... dunno what the heretics are like... but the micts + nemedia should be a powerhouse enough...
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