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July 16th, 2010, 10:10 PM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
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Thanked 21 Times in 13 Posts
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Re: MA Test Game - Retinues
Aparently DrP is going to save making national commanders tougher as a means to balance weaker nations in his balance mod. Probably may not even need to make national commanders necessarily tougher though, simple things like greater map movement, more leadership (or other types of leadership), maybe one or two effects like patrol, or standard, seige, or cold or heat resistance, with/without retinues may be enough to make players think twice at least about using them more.
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July 17th, 2010, 05:01 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
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Re: MA Test Game - Retinues
Yes, I thought something along these lines. Thug commanders in civilized nations should be summons or specialists such as above-mentioned Kappa chief or Serpent Lord. Black Lords of Ulm are something of an exception, being good commanders as well, but Ulm forging ability allows to make thugs much easier.
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July 17th, 2010, 08:26 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Re: MA Test Game - Retinues
Tough commanders or tough *retinues* could both balance weaker nations.
I'll consider stripping the retinue off the Kappa Chief - I don't think he's much use as a thug (in spite of his recuperation and kung fu), but as an amphibious commander of course you will use him some - but then, as soon as you get any water provinces, you'll switch entirely to indie commanders, guaranteed.
Quote:
Originally Posted by Wrana
Yes, I thought something along these lines. Thug commanders in civilized nations should be summons or specialists such as above-mentioned Kappa chief or Serpent Lord. Black Lords of Ulm are something of an exception, being good commanders as well, but Ulm forging ability allows to make thugs much easier.
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