azzedar
Warlord
you could also give them a very small amount of collateral damage, at higher tiers of the recon path.
besides, i like the idea.
besides, i like the idea.
Google search turned out to be my friend when I found that one.I know of them, but personally I am going for more like this:
Keep in mind they were made to be servants and laborers and not monsters of evil.
Indeed, turns out it could be OP.I'm not sure I think giving affinity to your immortal/berserk/beastmaster/druid is a good thing.
The idea was to give them a unit that will get some benifit out of an all builder and non war (lots of creation, little fire) economy.For other civs, none of those have affinity save druid. And it is affinity to nature... a mana that is not unwanted... but is clearly not the most wanted. One has to sacrifice other potential mana and spells in order to get that affinity.
But for your civ... you'll only have fire and creation mana.
thus affinity would be really really powerful. And as you'll get affinity for many tierIV units, it'll become overpowered.
I have some units with +1 Fire Damage but these tend to have -1 Normal damage. Is that ok?I'll not even propose you to give your units a +1fire combat with access to fire (non stackable) or creation.... as it means the unit already gets the boni from the start as the mana is given for free in the palace.
Not really their thing, except for the druids thou. I can actually see them geting something like that... Hm... will have to think about it.Maybe you'll want an affinity that works with another kind of mana.
A way to show that some few, very few of your civ learn to approach some other mana than the one at the core of their life. And taking that choice, many are destroyed, but some, very few, become more powerful :
This too is a problem, as most mana types (the ones without a passive benefit) will be useless to them. For a player thou, they might prove to be good trading chips, especially vs an AI.+ you'll have to decide what you'll do when you capture some holy cities with a holy shrine, giving you some mana, or when you capture a unique improvement, giving you body or nature or dimensional... will theses mana bring you nothing or can you create a way to make use of them ?
I think it might work.Hmm... I see what you mean. That is why I need you guys.
Also, before I start, just to note that they can get any mana type they want. They just can't learn any spells outside of Fire and Creation.
Indeed, turns out it could be OP.
But Mithtil weapons = +4 , Iron weapons = +2 I have to solve that somehow.
I think I got a solution thou.
For my Phalanx unit, I reduced the to 8 but gave him fire affinity. So he is (without fire) at only 50% the strength of a standard Mithril Phalanx (12 + 4).
So he takes a lot of Fire mana just to catch up. (7.407407407 to be exact, although I would round that as 8)
He gets +1 :movement: to balance it in the beginning.
Do you think that works? And if so, do you think something like that could work for the other units as well?
Also, for the Berserker I have special plans.
For me druids are compatible with a war-driven economy. but why not. You know better than me the mechanisme of your civ so maybe why notThe idea was to give them a unit that will get some benifit out of an all builder and non war (lots of creation, little fire) economy.
But I see that it would be OP. Especially since the plan for the unit was made before the 2 Creation mana = 1 Person worth of thing came along.
Although on the plus side, 2 Creation mana = 1 Person worth of will make Fire Mana even more scarce as the ratio will have to shift from about 3:1 to about 5:1 or more in favor of Creation mana if you want to run a good economy with large cities.
I was speaking of the "mana ability" that is allowed in WM.I have some units with +1 Fire Damage but these tend to have -1 Normal damage. Is that ok?
for druid, nature would be standard but maybe for immortal you might want to try it, life/death/enchantement.. Idon't know which one is the less strange lore-wiseNot really their thing, except for the druids thou. I can actually see them geting something like that... Hm... will have to think about it.
you are right.This too is a problem, as most mana types (the ones without a passive benefit) will be useless to them. For a player thou, they might prove to be good trading chips, especially vs an AI.
Well for the druid in general, as he is the same as a normal druid I think he is ok.Also, what do you think of the Druid unit in general (without the affinity issues).
On the other hand, my civ is specifically designed to have their core mechanic directed at causing said snowballing. With the +10 per fire node for all units and all.i'll try to answer if I can.One the whole I don't really like affinity to mana (I like druid and tierIII summons but not spectre (deathII) nor other mana affinities) because if you balance it for a normal size map, normal size civ, it can snowball really bad in a big map and/or a big empire... each new node you take gives +1:strength; to the unit. it can become a bid too OPI think it might work.
And a tipical empire on a normal map will probably not have 8 Fire nodes. Because at the rate of 3-4 Creation per 1 Fire you will have to get 20 Creation nodes for 5 fire ones making a 25 total. That is a lot.+ it takes into account that mithril is rare ... so +4 is rare.
You may even make it 9 +fire affinity = minimum 10 (1fire in the capital)...and then any other fire is bonus. a typical phalanx will be 14 but sometimes 16.
Indeed, did not think of this. But I like it.Your Phalanx can become stronger but on the other hand their affinity strength can be countered a bit if the ennemy has magic resistance and resiste fire so IMO it might be a good compromise (take into account that magic resistance is only worth an extra combat promotion and only resist fire is good... and both promotion affect only the affinity and not the base strength)
Quite honestly I can't understand how all this works, having newer plaid or liked WM.Or can you give them 12 +0.5 fire affinity, meaning 3 nodes for iron weapon strength (as easy for a standard kingdom than getting iron), 7 nodes for mithril strength.... I know that affinity can be 1-2-3 ... but don't know for non-whole numbersFor me druids are compatible with a war-driven economy. but why not. You know better than me the mechanisme of your civ so maybe why notI was speaking of the "mana ability" that is allowed in WM.
Water ability means if you get 1-2-3-4 water mana, the unit only get 1 cold damage bonus. But as you have the fire and creation mana already in the palace, giving fire ability to your units would be like not giving it to them and add +1fire damagefor druid, nature would be standard but maybe for immortal you might want to try it, life/death/enchantement..
I think I found the solution for the druid.Him having creation AND blaze spells AND druid spell (tangle) instead of nature AND Druid might be a bit strong... BUt a way to balance that would be to not allow their druids to get the command promotion (but maybe allow them to get subdue beast). And it would fit lore-wise as I don't think they can realisticly convince flesh and blood people to join them. but beasts... why not.
Yea, now they make no sense again.for druid I don't understand :
-no affinity,
-lower strength
-no command promotion
... but blaze and fire... it means they are stronger archmages ?
or maybe you have another mechanism in mind...
I will probably end up doing that.for Immortal :
-normal is 9 ... so 11 with iron, 13 with mithril.
why not give them 9:strengh: +3:fire: should be a good balance, more powerful than iron weapons but the extra damage limited by "magic resistance".
How about some collateral damage? Although that would infringe on the awesome berserker I have planed.Less powerful than mithril, but see below :
-give them an extra mechanics :
"force I" kind of spell (accelerate) (they alive or not?), or A Heal Mechanism (like the druid's one), or a weaker version of canibalize... something to compensate for having less than mithril and the magic resistance effect and compatible lorewise for semi-immortal units.
This is also an option. I have to think. It's either this or the +3 Fire thing.-or give them a 12 but no special effect.
Would make them too UP considering that the Phalanx has the same thing going already.Or maybe just give them a 7 +6fire. total is 13 ; equivalent to mithril weapons so better than most immortal ; but compensation is that fire is one of the damage type that is the most commonly resisted (orcs, amurites with the kylorin promotion, magic resistance, magic immune dragons...Etc)