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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old November 15th, 2009, 08:03 PM

Illuminated One Illuminated One is offline
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Default Re: Conceptual Balance Mod 1.6

That's actually one thing I have to disagree with.

Firstly, it's limiting strategies to "expand fast" (with a chance to outresearch and use research advantage in some situations).

Secondly I really don't see where Ulm can squeeze out a bless for templars.
You need d3b2-3 on your god and you need him at least dormant if you want to get into the vampires quickly, you want high dom, s4 is necessary for RoW, nature isn't.

Giving the vampires back their earlier lower cost might be better imo. They are (leaving the immortality out) weaker than the recruitable mages of many nations (Scratti and Mictlan Rain Priests for instance).
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Old November 15th, 2009, 08:16 PM

Maerlande Maerlande is offline
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Default Re: Conceptual Balance Mod 1.6

I think that's a bit of taste involved. I've been playing them with a nice rainbow bless on the light side with sleeping master lich and some 4's while keeping decent scales. Obviously it includes D4 and B4 and other variations. There are a lot of options which play a bit different.

But, the point was that they compare unfavourably to other LA sacred cavalry. Not an analysis of playing style or build although I agree I brought that into the discussion myself.

Speaking of limiting strategies, assuming that Ulm can't use a bless strat is limiting. It's possible. It may not be effective. I think it works well with 4's and synergizes with the need to diversify magic.
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Old November 15th, 2009, 08:23 PM

Illuminated One Illuminated One is offline
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Default Re: Conceptual Balance Mod 1.6

Well, I'm not talking about limited in one nation (of course a nation must be limited or it's simply overpowered, see Hinnom, Sauromatia).
I mean that balancing nations should not be done by just giving them better sacreds imo.
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