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				April 9th, 2010, 08:43 PM
			
			
			
		  
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				Game Running - Commander War - House Rules
	
			 
             
			
		
		
		
		In this game you are expected to never recruit any units, to leave any non-commander units in the garrison of the province they start in, and to avoid summoning units that are not commanders.  No, the nations are not even remotely balanced under these settings, and that doesn't bother me in the least. 
 
Maximum PD purchase = 10. 
 
Early Era. 
Small random map. 
75% magic sites. 
Easy research. 
Indies level 0. 
 
CBM 1.6 and Endgame Diversity mods 
 
Players: 
Caelum - Graeme 
Yomi - Baalz 
Atlantis - Frozen Lama 
Niefelheim - Trumanator 
Hinnom - Kheldron 
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
		
            
                  
				
                    
                        Last edited by Graeme Dice; April 21st, 2010 at 12:19 AM..
                    
                    
				
			
		
		
	
		
		
	
	
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				April 10th, 2010, 12:40 AM
			
			
			
		  
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		It would be a very good idea to state what indy settings you're intending to use. 
		
	
		
		
		
		
		
		
			
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				April 10th, 2010, 01:32 AM
			
			
			
		  
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		Let's say level 1 so that the giants don't expand noticeably better 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 12th, 2010, 05:26 PM
			
			
			
		  
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		Any takers?  I promise that this game will be horribly unbalanced and broken! 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 12th, 2010, 05:30 PM
			
			
			
		  
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				Major General 
				
				
				
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		I'll play Yomi 
		
	
		
		
		
		
		
		
			
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				April 12th, 2010, 08:14 PM
			
			
			
		  
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				BANNED USER 
				
				
				
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		Ah hell with it! i'm in. give me........ is EA atlantis ok? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 12th, 2010, 08:38 PM
			
			
			
		  
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		I don't see why not.  Forcing us to attack underwater can't be any worse than letting somebody use one of the two markata nations. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 12th, 2010, 10:56 PM
			
			
			
		  
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				BANNED USER 
				
				
				
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		question: is spells that summon units in battle ok i.e. will of the wisps and such? 
 
Edit: and i vote for indies zero, but i'm not stubborn about it. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 12th, 2010, 11:16 PM
			
			
			
		  
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		the reason i say indies zero is that i could see someone playing a human nation, and not doing too badly, but they couldn't expand for shi* in this game which would kill it 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 13th, 2010, 01:08 AM
			
			
			
		  
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				Re: New Game - Commander War - House Rules
			 
             
			
		
		
		
		Spells that summon units on the battlefield are fine, simply because it's impossible to make a death mage cast something other than raise skeletons. 
 
I think indies 0 is probably a better idea. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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