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Old July 6th, 2009, 07:55 AM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game

Well Nehekhara is taken, so I looked for other nations that seemed interesting, and yes Seraphim need some repair on mages, reduced magic paths, and a bit more expensive troops IMO.
Stigia is too overpowered, they have immortal sacreds and really overpowered summons, not to mention free spawn.
I probably wouldn't allow those two nations myself, so I'm good with Commonwealth if it's ok with everyone else, and given they only have water for magic paths it probably is.
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Old July 6th, 2009, 08:05 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Well, personally I am not so sure about stygia. They do have immortal sacreds, that's true. So does nehekhara, albeit you have to summon them. Still I'm not sure that's a big problem. And the freespawn are particularly bad freespawn imo. They do have some pretty nasty summons. But with how high they are, I actually don't think there's a big problem with them. So as far as I'm concerned, you can play them. I don't think they're in the same league as, say, ashdod. As long as we avoid stupid overpowered, I'm fine with it (besides, my nation oozes priests. I'm not afraid ).

With seraphim, I completely agree with you, they'd need some serious nerfing to be very fair. Some of those angels are just too much, what with three magic paths at level 4 and no handicaps.

And also, as I said you can play mod nations from any era. So don't feel constrained to just pick ma nations.
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