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				August 30th, 2009, 11:00 PM
			
			
			
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				 Re: Overlords - Experimental game.  Concept thread 
 The unrest thing has been scrapped.  So has the game master mod.  Also, various updates. 
                 Last edited by rdonj; August 30th, 2009 at 11:16 PM..
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				August 30th, 2009, 11:53 PM
			
			
			
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				 Re: Overlords - Experimental game.  Concept thread 
 Change "normal nations" to "normal nations or independents" in the overlords section and that should pretty much cover it. We did wonder a bit in IRC about if we should keep the gatestones. Even if the overlords can't attack caps, it might be a bit too much to have them take all the provs next door to a normal cap using the pretender rule and their gate stone early on. But maybe not. |  
	
		
	
	
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				August 31st, 2009, 02:59 AM
			
			
			
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				 Re: Overlords - Experimental game.  Concept thread 
 I think the gatestones add the flavor to the game. I would not scrap them. 
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				August 31st, 2009, 06:31 AM
			
			
			
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				 Re: Overlords - Experimental game.  Concept thread 
 How about national globals, like Carrion Woods. They are banned too for non-overlords? What about spells like Wild Hunt? 
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				August 31st, 2009, 09:08 AM
			
			
			
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				 Re: Overlords - Experimental game.  Concept thread 
 All globals are overlord only.  Honestly I doubt a normal nation would have much luck trying to cast a global anyway with the extreme lack of gems.
 I think the gatestones add flavor to the game also, and I'm not inclined to scrap them.
 
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				September 1st, 2009, 04:14 AM
			
			
			
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				 Re: Overlords - Experimental game.  Concept thread 
 I will play an overlord, if needed. Rdonj's inclusion of me seems a bit inconclusive. 
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