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  #1  
Old January 10th, 2008, 03:21 PM

Dectilon Dectilon is offline
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Default Re: Unit and commander powers that could be intere

Hey, how about a sweetwater unit? Very, very strong but can only be built in areas wher max 4 territorys of water connect, and dies instantly if brought anywhere else. : )
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Old January 10th, 2008, 05:01 PM

Stryke11 Stryke11 is offline
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Default Re: Unit and commander powers that could be intere

I love all the above ideas, but I especially love the "lightening rod" commander/troop. This would be great in that it adds a whole new dimension of strategy to the game. It would be perfect for MA Ulm, like a commander who has been blessed by the god to take upon himself the magical punishment due others.

I also like troop bonuses. We already have standards for morale. I can also see commanders who increase strength, speed, precision, fatigue.

Possibilites are endless, and awesome. It would be cool if abilities were moddable, unless they already are, in which case I'm just an idiot.
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Old January 10th, 2008, 05:40 PM

Dectilon Dectilon is offline
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Default Re: Unit and commander powers that could be intere

What about as sort of "Runic" spell (if you remember from Final Fantasy 6)? A barrier that turns spells cast on it into magic gems : )
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