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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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				Re: Clamming & piles of commanders -- how about a different approach?
			 
             
			
		
		
		
		against anything that exponentionally creates gems. 
		
	
		
		
		
		
		
		
			
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				August 20th, 2008, 05:46 PM
			
			
			
		  
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				Re: Clamming & piles of commanders -- how about a different approach?
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Aezeal
					 
				 
				against anything that exponentionally creates gems. 
			
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 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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				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)... 
		
	
		
		
		
		
		
		
			
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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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				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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