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				August 20th, 2008, 01:17 PM
			
			
			
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 First Lieutenant |  | 
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				 Clamming & piles of commanders -- how about a different approach? 
 How about a spell that can be cast in a province that creates/upgrades a magic site.  The cost would be similar.  A site can't be killed by it can't run away, either.
 I also think there should be versions that create each gem type (but probably not blood slaves.)
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				August 20th, 2008, 02:36 PM
			
			
			
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 How about enabling shift+z to move all types of gems to lab and not just blood slaves? |  
	
		
	
	
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				August 20th, 2008, 02:55 PM
			
			
			
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 This would be much easier to implement and much more urgent! The first idea, I think, isn't so good in developers' eyes. Though there is surely a sad lack of province-enhancing spells in the game... I even think that such a possibility could lessen a part summons play in mid and late game...
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				August 20th, 2008, 03:12 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 against anything that exponentionally creates gems. 
				__________________ 
				Want a blend of fantasy  and sci-fi ? Try the total conversion Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the Dragons, Magic Incarnate  nation. 
New and different undead nation? Try Souls of Shiar . Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map Gang Wars .
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				August 20th, 2008, 05:46 PM
			
			
			
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 Corporal |  | 
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 
	Quote: 
	
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					Originally Posted by Aezeal  against anything that exponentionally creates gems. |  second this |  
	
		
	
	
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				August 20th, 2008, 06:47 PM
			
			
			
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 I would much rather see more random events grant magic sites instead. Like a battlefield magic site likely to occur in a province with a lot of armored corpses. |  
	
		
	
	
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				August 21st, 2008, 05:15 AM
			
			
			
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 +1 to the shift+z idea. |  
	
		
	
	
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				August 21st, 2008, 06:49 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 If you don´t like clamming, use one of the mods that makes Clams/Fever Fetishes more hard/costly to build... I personallylike the one that makes Clams need a 3W1N to create (or is it 2W1N?)...Fever fetishes i think are ok as they are, since they need a lot a micromanagement (i simply don´t bother with them)...
 
				__________________Currently Playing:
 Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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				August 21st, 2008, 11:38 AM
			
			
			
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 I thought Clams needed 3W1N without mods? |  
	
		
	
	
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				August 21st, 2008, 12:05 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Clamming & piles of commanders -- how about a different approach? 
 What I'm proposing is a logistically easier way to handle clamming, not something that changes the game. |  
	
		
	
	
	
	
	
	
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