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				October 29th, 2006, 12:55 PM
			
			
			
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				 Gath (and nation numbers) 
 What is the mysterious "Gath" that haunts the list of middle era nations in the modding manual?
 Also, what are the empty nation numbers? 68 to 71?
 
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				October 29th, 2006, 01:14 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 
	Quote: 
	
		| Nerfix said: What is the mysterious "Gath" that haunts the list of middle era nations in the modding manual?
 
 |  not sure
 
	Quote: 
	
		| Nerfix said: Also, what are the empty nation numbers? 68 to 71?
 
 |  I would estimate this would allow modders to create their own nation without replacing an existing nation.
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				October 29th, 2006, 03:35 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 Gath is a planned nation that might appear in a patch. |  
	
		
	
	
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				October 29th, 2006, 03:44 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 But what is Gath about? 
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				October 29th, 2006, 03:45 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 Goliath of Gath |  
	
		
	
	
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				October 29th, 2006, 03:45 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 Hmmm, that is interesting.  
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				October 29th, 2006, 03:46 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 Anakim and other giants |  
	
		
	
	
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				October 29th, 2006, 03:48 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 Ah, so it's Nephilim. 
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				October 29th, 2006, 04:19 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 Oh. For a moment I thought it would be something arabic. There's enough flavour and information for an arabic nation, I assume ? Djinni, Efreeti, Dao, Marid, Ghoul (shapefhifting demon hunting lone travelers !!!1) and more.-----
 
 Slightly related: I got an idea for another new nation. The pagan/slavic mod I'm planning may end up too generic without influx of fresh ideas. I'm especially afraid that it would play/look too similar to Marveni, Vanheim, or Man, for some reasons.
 
 New nation I'm thinking about would be... 100% nomadic. Crappy capitol with poor castle. Very poor capitol magic sites. No capitol only units. Poor forts (cheap fortified camps). Lack of initial magic sites compensated by versatile site searchers. Many units with *survival, pillage bonus, stealth. No immobile pretenders available, not even fountains.
 
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				October 29th, 2006, 04:26 PM
			
			
			
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				 Re: Gath (and nation numbers) 
 There are 4? 5? nations named to the lists that arent in the game yet. And a couple of others that Ive heard Kristoffer make comment of. I suspect that we will see them appear in patches over time. Here is a more complete list.http://www.dom3minions.com/docs/nations.txt
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