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  #11  
Old December 5th, 2010, 09:14 AM

Colonial Colonial is offline
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Default Re: Assimilation (Conquered Lands)

I'd join.

It seems like it would make you more agressive in the early game with the lure of military and magic diversity. also make some juicy nations much less likely to survive. I would be tempted to go with someone as bland as possible. Man would be screwed.
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  #12  
Old December 5th, 2010, 10:38 AM

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Default Re: Assimilation (Conquered Lands)

Ulm would be screwed, rather. man would be fine...
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  #13  
Old December 5th, 2010, 12:30 PM

Azurain Azurain is offline
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Default Re: Assimilation (Conquered Lands)

Quote:
Originally Posted by Colonial View Post
Ulm would be screwed, rather. man would be fine...
MA Ulm's units are all high-resource, so you don't get all that much unit diversity from them, and their magic isn't the best. MA Caelum, on the other hand, with low-resource flying archers (ie, high-availability) and good air mages...

By which I mean to say, it's not always balanced with juicy nations being more inviting to conquer. In fact, I should probably re-balance it a little if I get some time at some point. Version 1.1 or somesuch, with Late maybe.
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  #14  
Old December 5th, 2010, 01:49 PM

PriestyMan PriestyMan is offline
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Default Re: Assimilation (Conquered Lands)

What i like about this is the possibility of seeing the worst of people when their friendly alliance kills Mictlan and then everyone turns on each other to fight over the capital
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  #15  
Old December 5th, 2010, 05:11 PM

zegc-ben zegc-ben is offline
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Default Re: Assimilation (Conquered Lands)

Quote:
Originally Posted by Azurain View Post
By which I mean to say, it's not always balanced with juicy nations being more inviting to conquer. In fact, I should probably re-balance it a little if I get some time at some point. Version 1.1 or somesuch, with Late maybe.
Actually it's most of a balance mechanisme with the most powerfull nation being the most interesting targets. The main problem would be with nations that have specific interesting units without being that powerfull (Caelum for flying units of course, nations that have unusual cross path, ...)
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  #16  
Old December 6th, 2010, 08:42 AM

thejeff thejeff is offline
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Default Re: Assimilation (Conquered Lands)

Ulm with its Forge bonus...
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  #17  
Old December 17th, 2010, 11:14 AM

Korwin Korwin is offline
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Default Re: Assimilation (Conquered Lands)

Since nobody else seems to want to organize an game, I migth want to do it, in the not so distant future.
(ie if/when I get crushed in on of the 4 games I'm in at the moment)

How far along is the LA Mod?
(or is it in work?)

Would it work in combination with the OneAge Mod?
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  #18  
Old December 17th, 2010, 11:32 AM

Azurain Azurain is offline
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Default Re: Assimilation (Conquered Lands)

Quote:
Originally Posted by Korwin View Post
Since nobody else seems to want to organize an game, I migth want to do it, in the not so distant future.
(ie if/when I get crushed in on of the 4 games I'm in at the moment)

How far along is the LA Mod?
(or is it in work?)

Would it work in combination with the OneAge Mod?
It'll take me maybe an hour to throw together the late age mod--If you're planning a game, I can aim to get that done this weekend, possibly tonight.

In terms of a one age mod version, it'd require a bit of tweaking since right now I used the same array of site numbers in each age, to avoid compatibility issues (the fewer site numbers used, the better, I figure). It's very little work to put together a one age mod version, though, just changing some site numbers and some startsite numbers.
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  #19  
Old December 17th, 2010, 01:04 PM

Korwin Korwin is offline
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Default Re: Assimilation (Conquered Lands)

LA + OneAge Mod would be great! :-D

But you don't need to stress yourself on my behalf.
I have time (and 4 games running, don't want to stretch myself to tin).

I'm thinking about an huge map, quasi anonymus pretender and the Assimilation Mod (+ OneAge). Oh and harder research. No CBM.

Still thinking about...
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  #20  
Old December 17th, 2010, 09:16 PM

Colonial Colonial is offline
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Default Re: Assimilation (Conquered Lands)

Hmmm, I would prefer sticking to one age, but going for random nations. that would mitigate the potential detrimental effects of unbalancing the nations, and insure we don't get a selection of bland-trooped nations that make the mod less interesting.

of course, I could host it as well. I also have a loose end I'd like to see tied up before I take on another admining...
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