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				 Re: Rebalance Mod game starting, everyone welcome! 
 I usually do not see eye to eye with Patrick, but I will agree to one thing:I would like to have rules that do not need enforcing during the game.  Every
 single time I have played games with such rules, people have been violating
 them, deliberately or not.  I would like something nice and simple.
 
 The reason I would like to cap spells is that we want to use troops.  I am sorry
 to say, I usually do not build any melee troops past turn 10.  Lately, my
 girlfriend stopped buying troops - any troops, anytime.  If you allow spells
 like relief, drain life, wrathful skies, flame storm, false horror, troops
 become useless.  As for hard research, it does delay the time when troops become
 useless, but not by that much.  I assure you, on very hard research, I play
 Pythium almost exactly as I play it on normal - I just start my expansion a few
 turns later.
 
 A few things:
 
 If we will have blood nations and no caps on spell levels, magical resources
 better be the standard multiplayer value of 50.
 
 If we have a spell level cap, nation spells that are clearly above the cap, like
 for example 'Blood Heritage', 'Wind guide', 'Fiend of darkness" should be modded
 out.
 
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