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  #1  
Old July 30th, 2009, 06:11 PM

LDiCesare LDiCesare is offline
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Default Re: Mod Project - Metaphysics

But then you'd have to turn the graphs on all the time.
There are spells that can summon several uniques though (Elemental royalty for instance). Isn't that moddable too so you'd need just one spell per nation?
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  #2  
Old July 31st, 2009, 04:47 AM
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Burnsaber Burnsaber is offline
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Unhappy Re: Mod Project - Metaphysics

Quote:
Originally Posted by LDiCesare View Post
But then you'd have to turn the graphs on all the time.
Perhaps not. You could houserule that when a player is elminated, the player responsible has to send his turn file for the eliminated player to inspect.

But I find it kind of silly to assume that players would cheat if the mod gave the opportunity. We have a pretty solid community here, right? But I just might be naive, thought.

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Originally Posted by LDiCesare View Post
There are spells that can summon several uniques though (Elemental royalty for instance). Isn't that moddable too so you'd need just one spell per nation?
Sorry, can't do.
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Old July 31st, 2009, 03:57 PM

Illuminated One Illuminated One is offline
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Default Re: Mod Project - Metaphysics

Well, I will try to monitor the usage of special units and spells.
It's very exploitable and better safe than sorry.
Also this would allow a lot more modding options (a spell that changes, depending on how often it was cast, or gets random results, etc).
This is what will keep me for a time, the researcher units are basically finished, except tweaking them.

So I will probably go along these lines (maybe I'll add the opportunity to boost research with a second shape but with a huge upkeep cost - like when you were only recruiting high level mages):

Good research (Arco, Bogarus, Marverni, Pythium, Man, Marignon, Abysia, Bandar)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--200------80-----------140-------200-------270------350

Mediocre research (...)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--100------60-----------120-------180-------250------340

Bad research (Niefel, Mictlan, Sauro, Pangea)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--0------40-----------100-------165-------240------330

Similarily 3 different costs
Expensive (Pythium, MA Ermor, Caelum, Hinnom, Van, Hel, Abysia, Lanka, Bandar)

Mediocre (...)

Cheap (Mictlan, Lanka, Arco, Ulm, Jomon, Man, Agartha)


Magic 3 scales will mean +30 more rp/turn.

As you can see the distribution favors weak nations, however I tried to keep it thematically justified.

Here are my indicators
Good research - highly cultured, strong progressive movement
Bad research - barbaric, very traditionalistic or even backwards

Expensive - established, possibly decadent magocracy, money/status motiviation for research
Cheap - more down to the earth mages, altruistic or patriotic motivation

Are the differences to big/small?
Would be interesting to compare to score graphs of normal games.
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