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  #11  
Old March 18th, 2012, 11:07 AM

KeithZ KeithZ is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!

Vanheim.

Last edited by KeithZ; March 18th, 2012 at 11:23 AM..
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  #12  
Old March 18th, 2012, 12:57 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!

Welcome! We've now got 5 players, enough for a game. I'll leave recruitment open another 24 hours and then we'll get things started.
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  #13  
Old March 18th, 2012, 03:29 PM
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Reverend Zombie Reverend Zombie is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!

I'd like to join as Shinuyama, please.
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  #14  
Old March 18th, 2012, 08:59 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!

Welcome! Could just be a coincidence but I notice five of six nations have some N magic. Not sure if not having virtually guaranteed indie mage access to that path factored into people's nation choices. I think one of the things that makes that path less valuable is that it's typically so easy to access.
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  #15  
Old March 19th, 2012, 02:30 PM

shard shard is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!

I am very interested in the concept but I am in a couple of other games already so I won't be able to commit. Well unless I suffer unforeseen disasters in either of those games at least...
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  #16  
Old March 19th, 2012, 04:23 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!

That's a good call - taking on too many games turns them all into chores rather than fun. Maybe next time (assuming the concept is successful - sometimes these experimental games work, sometimes not).
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  #17  
Old March 19th, 2012, 04:46 PM

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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders

Here are some map possibilities. I'm also open to suggestions. 12-15 provinces/player would be good and it would be nice to have a few water provinces both to break up the terrain and provide a chance for nations with special abilities like sailing or amphibious to make use of them.

Sixlands
Balanced and well tested. An excellent map, the only drawbacks being that it doesn't look as nice as vfb's other map (Five Lands) and I've played about a million games on it.

Threelake
I really like the look of this map and the way it plays but starting in the center area of the map is a definite disadvantage.

Greenland
Blatant self-promotion. I made this map a while back - like Sixlands but not as balanced. Not really sure how it would play.

Post Diluvium
One of the players made this for the Myth game and I think it plays really well. I'd just remove most of the water provinces for this game (it's actually a bad situation for a water nation anyway).

Realm of Rampaging Roaches
Elmokki has a lot of good maps but they tend to have a little more water than we're looking for. This map might work, though.
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  #18  
Old March 20th, 2012, 01:27 AM

Larz Larz is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders

Of these choice I would probably prefer Roaches, but don't have a strong opinion.
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  #19  
Old March 20th, 2012, 02:20 AM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders

Ok, the game is setup on the server. I just have a placeholder map selected for now so the game doesn't start before we choose a map.

Unfortunately, I wasn't paying attention when I uploaded the mod and accidentally uploaded it as a nation mod. I'm going to ask llama to delete that version but I went ahead and uploaded it under a different name in order to get the game setup.

* So please download the revised mod from the first post. *
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  #20  
Old March 21st, 2012, 06:49 PM
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders

2nd roaches
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