EMM balance discussion

Blakmane

Prince
Joined
Feb 17, 2007
Messages
447
Hi all,


With Terkhen very rightly not involving himself too much in balance brawls, I figured we could continue the balance discussion, flamebaits, name-calling etc in a thread separate to the main one.

I don't think FFH2 will EVER be balanced, but small tweaks to mix up the metagame are definitely something I can get behind. To this end I am maintaining a branch of EMM with very minor tweaks that we use in our own games. All the changes made so far have been based entirely off of feedback from our home games. Every player group has different settings which heavily influences balance (part of the reason it's so hard to reach consensus!) so these tweaks may or may not be relevant depending on your local metagame. We play 5-10 human players with prince AI making up the difference, No alliances/tech trading, Standard sized erebus continent maps on quick speed. Our player skill varies a lot from diety players to newbies, with the more advanced players usually being ganged-up on by or vassalising the newer players.

I am happy to include extra changes if there is interest. I want to try to keep tweaks as small as possible, and I don't want to change anything unless it comes from played feedback rather than theoretical discussion. We could go in circles forever debating what to change, otherwise. I also don't want to mess around with anything that would require a recompile, for sanity's sake.

Anyway, you can find it merged with EMM here. No fancy release.

Here is the current changelog, with short justifications in italics

Spoiler :

EMM 0.4.0 Balance Version 1.3:

VERSION 1.3 CHANGES

- Updated to EMM 4.0.0

- Updated version checking

VERSION 1.2 CHANGES

- Crusade no longer prevents diplomacy when active

purely for multiplayer games to allow Bannor players to vassalise defeated opponents. We use vassalisation as a way of stopping that awful 'knocked out 3 hours in and then watch my friends play for another 10 without me' that happens in big MP games so often. Incidentally this is also a huge help to Bannor AI who gets trapped in unwinnable wars otherwise

- Merged Bannor Crusade Hotfix (OBSOLETE FROM v1.3)

VERSION 1.1 CHANGES

- Champions, Dragon Slayers and Battlemasters gain 1 free promotion on creation.

Suggested a long time ago in an EitB thread. Champions are actually out-performed by Axemen in hammer-to-power ratio with the Axemen cost change, so this is a small tweak to put it just back into the champion's favour mathematically.

- Mimics and Boarding Parties strength increased from 5 to 6.

Never used units. This makes them only slightly weaker than champions (no free promo), but better in their niche, rather than worse in all situations.

- Chaos Marauder strength changed from 4 to 5/3.

tiny change to make these slightly less lacklustre, pretty self explanatory

- Training Yard and Archery range cost reduced to 75 from 100.

Slight buff to encourage people to use these units and get them out quicker, and to counteract the slight axeman cost increase. We've played with this for a while and are wondering if down to 50 hammers might even be appropriate.

- Mobility 1 promotion prerequisite moved from horseback riding to cartography.
- Mobility 2 promotion now also requires Combat 3.

We found mobility line needs to change, I don't think anyone would disagree here either. Cartography is an orphan tech and this makes it much more attractive. Also reduces synergy with the mounted line as you aren't forced to pick up HBR to get it. Mobility 2 is no longer available to a standard army, only veterans: another direct nerf to mounted and recon lines. I'm leery to nerf mobility 1 much more than this, because in our experience the loss of extra movement hurts the slower unitcombats more than the already fast unitcombats. We are considering allowing mobility 2 for all units, not just recon and mounted, to reduce this gap further... although honestly, we have found this change already makes a huge difference.

VERSION 1.0 CHANGES

- Axeman and Swordsman cost increased from 45 to 50.

this is purely to put them back in line with champion cost/hammer ratio after EitB reduced them to 45 from 60: without it, even the free promo doesn't quite make up for it, mathematically. Very minor, but I know that nerfing any melee is bad, so I tried to compensate by lowering training yard costs. Incidentally, I kept Sons of Asena at 45: Doviello need all the help they can get.

- Monks now have channeling 1 and spirit 1, can gain passive XP.

We found, and I'm sure noone would disagree, Monks to be extremely lacklustre. This change gives them a unique niche (only direct combat unit that gains passive XP), fits thematically with the Elohim (incentive to remain out of early wars and let army passively improve) and mechanically with Einon (spiritual trait gives them a huge buff, making them a solid frontline unit and allowing him to ignore other tech lines to focus soley on religious tech line, as was the original intention of the UU)


For the next version I am considering the following changes:

Spoiler :
- Increasing frequency of Tum Tum spawn

None of us have ever see him in our games, ever. Anyone else have this experience?

- Moving Foreign trade to Writing

Even with the extra civics in EMM, noone goes cottages outside of Elves. Aristofarms are still so much better it hurts. We brainstormed and figured this was mostly because cottage improving techs/civics all come too late to be useful. Having the cottage growth tech available at the same time as Aristocracy might make this an real choice, especially because writing is a useful tech for a lot of civs regardless. Unfortunately, it also buffs Elves, albiet not drastically. We need to come up with a way of bringing them back on par which doesn't cripple their playstyle - I'm open to ideas.

- Move overcouncil/undercouncil to Trade

Tasunke raised this a long time ago and several of my players have also mentioned it. OC/UC basically never comes up, due to the heavy beaker sink. Moving it back to trade balances out the loss of the civic from the change above and gives players a lower-hanging fruit to pick up those +10% bonuses. As an aside, you can't found CoE early with this using the nightwatch resolution: there's some python code that prevents that.

-Fawns -50% city attack

I played some 1v1 test games with the other deity player to try and break the game with FoL. Whilst I'm still not convinced it is economically better due to the horrible commerce yields, the Fawn buff is definitely a big change and I have to agree with the other posters that something needs to counteract it. A big city attack Malus should still give them their niche (great in forested areas) without totally nerfing them into oblivion like they have been in the past.

-Satyrs -50% city attack, requires Animal handling

Same logic. City attack malus especially REALLY hurts them, because we found they were mainly used to penetrate city defenders before collateral came online. I have an inkling that this might almost be too much: pushing them back to animal handling will make them much more difficult to get out in time to be relevant, as it forces an opponent to continue up the recon line which has no economic benefit if they want them early.

-Kithra Kyriel requires animal handling

I'm not convinced this one is necessary at this point, but requiring animal handling as well would push Kithra back to 1900 beakers on quick speed, which is similar to the other power 8 mounted heroes. I'm worried that so many FoL nerfs will leave them at the bottom of the religion pile.

-FoL economy potential nerf

Also not convinced on this one, but FoL elves really is silly and EitB didn't help to fix that like it did with Calabim/Lanun changes. Ideally something that hurts elves more than other races: always the danger, like with cottages, is that you nerf FoL to the point where elves are 'ok' and it becomes unviable for other races.

My immediate thought is Ancient forests don't give an extra food over normal forests. This is the simplest change which reduces the city bloat potential of elves but doesn't impact other races as much (although it still hurts). Would love some feedback on this.

-Wood golems potential nerf

There have been whole threads discussing where luris sit in the grand scheme of things. There's obviously a lot of contention. From our MP games we've found them distinctly underwhelming. Ultimately, the lack of mobility promos on their golems means that their megastacks crawl at such a horrendous pace on the offensive they just can't compete in the high-movement, mounted and recon dominated metagame. The EitB changes also hurt them because their wood/iron golems get no advantage from the other melee line buffs. That said, the Luri players in our group have never once got to firewood golems at a competitive pace due to early pressure... which really highlights their main issue in MP I think.

Still, firewood golems create a problem because they are a degenerate strategy which forces only a single viable tech line for most playthroughs (making luris a 'boring civ'), so I can understand the impetus for change. I would propose one of two changes:

1) Wood golems no longer eligible for blasting workshop promo

This is the simplest change, which I like - Iron golems are expensive and, honestly, luris deserve to win if they can get a megastack of iron golems AND sorcery without being knocked out. That said, weakening the earlygame of luris exacerbates the underlying issue and it still encourages a singular tech line.

2) Blasting workshop doesn't give fire 2, instead gives +1 or +2 fire(?) damage

A more complicated change that might open up some more interesting luri strats. Extra damage is worse than fireball promo so this is a definite nerf, but pure damage gained is nothing to sneeze at as, with combat promos on barnaxus, this makes golems punch very hard cost/power ratio wise. Making this change would require some testing to determine the most realistic damage increase from the promo. My initial thought is that +1 is far too lacklustre and +2 is a better balancing point, but I haven't crunched any numbers on it. Thoughts?

Other thoughts I am most interested in at the moment:

-What can be done to make archers interesting, without sweeping changes?



Please let me know if you are interested in testing these changes, have general balance issues you want to nark on about or have any other concerns that have come up in your games. I'm always up for discussion, even if we don't agree in the end!
 
just wanted to chime in
great change propositions!

archers stay of low interest (but that's my pet peeve)...

IMO, reading the "complaints" from JoJo and a few more about too much movement for mounted/recon and raiders.... and lack of interest of hawks/parrots (due to micro management need). what about:
-hawks/parrots on a unit give it "perfect sight-like promotion" until parrot is removed.
-metamagic1 gives perfect sight to owner.
--> maybe with a 20% chance expiry. so you need to cast/launch the magic eye every odd turns.


--> mobility issues: that calls for the old (civ III?) ZoC (zone of control) mechanics.
two possibility:
-archery/siege in fort/city "auto-bombard" all units that move from a consecutive tile to another consecutive tile.
-archery/siege in fort/city limits movement around them to 1 tile per turn whatever the movement range of the invading unit.
it would have the nice sub-effect of boosting the use of archer/siege and forts.
however I don't know what needs to be done to do it.
 
just wanted to chime in
great change propositions!

Hi Calvente,

Thanks for the feedback!

For Hawks/Eyes: these units already give free truesight in the surrounding area, without having to be 'launched', so Jojo's complaint there isn't really valid. If someone gives a report or I play a game which is drastically slowed by hawk/eye spam, I'll reconsider. I've played multiple games against Amurites (it is a favourite race of another player) and his floating eye spam has never caused issues in terms of turn length. Usually there is only one or two areas that need to be actively scouted in any one turn. In terms of game impact, I could see the opportunity cost of hawks going up (at the moment they cost very few hammers) rather than a nerf of their scouting ability, which is a unique and interesting function.

You used to be able to use Hawks/Eyes as free protection against assassins in stacks, but it looks like they removed that. You can still do the same thing with scouts, which is only slightly less coss effective..

For your mobility changes:

This is beyond my capability at this point. Movement limiting is a really good idea though. A simpler change might be to give recon and horse units free mobility 1 but reduce their movement by 1. This limits their potential to outstrip mobility promoted archers/melee by such a wide margin.

For Archers:

Yeah, they really do need something. Their instrinsic problem is that their 'niche' (city/hill defense, poor attack) is a very poor choice in FFH which has strong collateral/mobility options and relies on counterattacks to kill weak collateral stacks/gain XP. They work well as a non-core unit to support stacks, but FFH rewards specialisation which throws that out the window to.

It is hard to balance this niche without destroying what makes archers unique. Ideally, Archers need a bonus when attacking FROM a hills/city tile. There is a precedent for this via the amphibious promo... but I have a feeling that is hard-coded into the DLL and would require some serious tweaking. I'll give it some thought.
 
free mobility 1 is a very nice idea... however with such, mounted don't have an advantage over recon.
recon can get +1str, have no counter promotion and are often stronger for the same tier without even considering poison blade (save for knight - beastmaster).
my understanding is that +1mvt compensates for the reduced str.
 
I've released a new version incorporating all of the changes I mentioned above, plus a mobility change similar to what I discussed with Calvente (it should nerf recon and mounted only in relation to other lines, not to each other). You can find it on my dropbox here. Below is a spoiler with all of the changes and a short rational in italics for each one.


Spoiler :

VERSION 1.4 CHANGES:

- Moved foreign trade civic to writing.

Discussed previously, an attempt to make cottages more viable

- Moved Overcouncil and Undercouncil civics to Trade.

Also discussed previously, a further push in an attempt to make people actually use the councils

- Chariots cannot use mithril weapons.

very slight nerf to chariots, purely to keep them in line with changes to melee line in EMM (axes can't use mithril)

- Fawns and satyrs -50% city attack.

As discussed, a drastic city attack malus should keep these guys from dominating aggressively whilst still maintaining their niche as forest powerhouses

- Satyrs and Kithra Kyriel require animal handling.

Pushing Kithra back to animal handling makes him cost ~1900 beakers, similar to the other mounted heroes. Satyrs being pushed back one step should keep them from appearing so early as well.

- TENTATIVE Ancient forests no longer grant +1 food.

This is the only nerf I could think of to FoL economy which affects Elves more than other races. Usually other FoL races rely on working non-forest tiles and using the forests for happiness alone. This hurts them slightly in that ancient forests really are 'dud tiles' productively. In comparison, Elves rely on working cottaged ancient forests and this hurts them a lot. They now need farms as well to get any serious food production so it also weakens their cottage synergy.

- TENTATIVE Reworked blasting workshop (gives +2 fire damage to all golems but wood, available at elementalism)

Luris are essentially strategically flat - once you reach firewood golems you pump nothing else. Regardless of whether they are under or over powered (seems noone can agree), I think this change frees them from that rut. Is +2 power better than fireballs? Certainly not, so thus will need some serious testing. Mathematically at least it +2 seems decent: power/cost ratio swings back into iron golem's favour, instead of being inferior to champs. However, it does nothing to help luri's infamous mobility concerns. I'd be open to the idea of also reworking the other two UB bonuses, with one perhaps giving mobility 1 as a free promo? That'd help the luris out a LOT.

- TENTATIVE Mobility 1 promotion no longer accessible for recon and mounted units. Mobility 2 promotion (recon and mounted only) no longer requires Mobility 1; requires horseback riding and combat 3.

This does not affect base movement rates of any unit type, only their capacity to upgrade. Recon and Horses still have move 2 and 3 respectively, but have to wait until combat 3 to improve that any further. Other lines have move 1 and can upgrade that to move 2 immediately (at the price of a promo), but lack the ability to get any move past 2 (sans haste). In essence, this nerfs the recon and mounted lines in relation to melee and archery, but not in relation to each other.

I encorporated fixes for the most repeated MP issues discussed in the EMM/EitB threads, even if I haven't encounted them in our games. Thus I would really appreciate some multiplayer testing on the part of Xelnaga, Happy84 and friends, if you guys are up for it. If there isn't any interest, I'll probably remove them until they come up for our group specifically.

Major things i'd like to get feedback on:

Spoiler :
1) Are cottages more viable with early foreign trade? Can you compete with aristofarms by going foreign trade -> republic? Does the writing pre-req have synergy with magic-based civs like the Amus in practise?

2) Are the FoL nerfs too much? I never felt like they dominated but we rarely see FoL outside of Elves. I would really like to see a breakdown of one of your standard games Xelnaga with these changes.

3) Are Luris still competitive without fireball golems? I fear they may require something extra to help them survive, considering the +2 doesn't come online till tier 3 (and isn't a game winner regardless, although it is stronger than it appears at first glance). This really is an example of how one change can drastically affect a civ strategically - hopefully by broadening it in this case. If this is a dismal failure I'll just reinstate fireballs.

4) There have been a lot of buffs to melee and nerfs to recon/mounted as part of these patches. I would love some recon/mounted VS melee actions to try out these changes.

I'll be playing another big FFA this weekend in which I'll attempt to test at least some of these changes in a MP setting as well (cottages, maybe luris). Assuming all goes well, the only thing left burning a hole in my conscience is some Archer tweaks... I'm also open to any other changes people want to discuss, as long as there's avenue for multiplayer testing.
 
Observing both elves AI: -1 food from ancient forest is a huge nerf - from powerhouse to less than mediocre civilization

both civs a at the bottom at the power ratings, heck, late-summened infernals conquer them...(never happened before)

elohim monks still suck. The best feature is reliquary building for prophet spamming and for "GP economy". Chancel of guardians for random defensive promo is...meh. Devouts...um....only vs demons /undead...

speakin of golems....tested.... I wanted to pass wood golems as fast as possible. That's first.
Second. iron golems owned champions on the field, even mithril champions but.. but had nothing for the most important aspect at FFH: how to atttack fortified cities? For collateral, I had to rely on catapults and fireballing mages, by this time AI had longbowman at defence( vs fortified on the hill longbowman, iron golem had 20% chance). due to expensive cost - 180 hammers - coudn''t afford low percentage suiciding attacks. Also fire promoted iron golems made gargoyles obsolete: there was no point to build defensive-only gargoyles but equally good iron golems.

In short, my stacks of doom were slow moving adept-mages-catapult-Iron golem armies. works vs AI but ...


My very raw idea - instead of buffing golem's offensive side, let's give stronger defensive "special" promos - something anti -collateral and anti-wthrawal. I'd prefer specal promo granting buildings.

Slow moving but tough to break theme.
 
Hi scutarii, thanks for the feedback!

Observing both elves AI: -1 food from ancient forest is a huge nerf - from powerhouse to less than mediocre civilization

both civs a at the bottom at the power ratings, heck, late-summened infernals conquer them...(never happened before)

That's interesting: I've had the ljos AI doing very well in the SP games I have been playing. Svarts always do terribly in MNAI because they are obsessed with this weird early scout aggression that never evolves or succeeds. Still, I did expect it to hit the AI pretty hard (they struggle with unusual economies, and their success with the Ljos was probably indicative something was wrong) so I'm not suprised you had this experience. What difficulty do you set them to?

I would really like some MP feedback on the Ljos/Svarts before I tweak FoL again - the AI never uses any race properly so I can't really judge whether the change was not enough or too much based solely on them :-(. If noone gets that opportunity I'll revert the -1 food change in the next update.

elohim monks still suck. The best feature is reliquary building for prophet spamming and for "GP economy". Chancel of guardians for random defensive promo is...meh. Devouts...um....only vs demons /undead...

That's a pity. What experience did you have with them? Were you einon or one of the other leaders? I could perhaps give them another buff to try and make them more viable --- cost decrease maybe.

Devouts are OK for some weird disciple promotion shenanigans, but definitely not worth diverting to poisons for in most games. I haven't messed with them yet though.

speakin of golems....tested.... I wanted to pass wood golems as fast as possible. That's first.

That's good. I wanted to open up more strategies than 'wood golems then rush sorcery). I actually found skipping wood golems for early boar riders was a legit strategy in the MP game I played earlier in the week too. I went boar --> construction --> KotE ---> engineering for gargoyles. I didn't have any mana access so I couldn't test blast furnace, sadly.

Second. iron golems owned champions on the field, even mithril champions but.. but had nothing for the most important aspect at FFH: how to atttack fortified cities? For collateral, I had to rely on catapults and fireballing mages, by this time AI had longbowman at defence( vs fortified on the hill longbowman, iron golem had 20% chance). due to expensive cost - 180 hammers - coudn''t afford low percentage suiciding attacks. Also fire promoted iron golems made gargoyles obsolete: there was no point to build defensive-only gargoyles but equally good iron golems.

In short, my stacks of doom were slow moving adept-mages-catapult-Iron golem armies. works vs AI but ...

As you point out, this is kind of the reason why testing against the AI never really provides essential feedback for combat units unfortunately. They just don't act and react like people do. Against humans, the fortified-million-unit-cities-of-doom fights basically just don't happen. Fights tend to occur at cultural borders rather than deep inside them, or alternatively as a counterattack against a large catastack once they reach ~3 tiles of a city. Wars usually end very quickly after one player's main stack falls and they surrender - total opposite of vs AI wars. A lot of units (archers, hunters) have a balance point focused around this city busting mechanic that is so important against the AI but rarely plays out in PvP. Thus I'd really like to see how the fire promoted golems fare in PvP particularly, although I agree with you that they probably have taken a huge hit. Fireball wood golems were basically a game winner (even if I disagreed with how easy they were to reach)..

As an aside, gargoyles also benefit from the +2 strength so they shouldn't be obsoleted by iron golems any more than before. The extra base strength should actually make them better than previously, because it has a multiplicative effect on their +% bonuses. With the 2 move, cheaper cost from marble and better location on the tech tree they are probably preferrable to iron golems and I had great success with them in a recent game. I could get around the slow stack movement with mobility promoted catapults and gargoyles instead of iron golems. They also let me pick up urban planning earlyish for a reasonably successful cottage economy (a first)! The lower attack strength didn't matter because I was only attacking stacks that had been weakened by my collateral anyway.


My very raw idea - instead of buffing golem's offensive side, let's give stronger defensive "special" promos - something anti -collateral and anti-wthrawal. I'd prefer specal promo granting buildings.

Slow moving but tough to break theme.

The extra strength buffs them defensively too... but I'm open to ideas for the other two buildings (pallen's engine and ulidara (sp?) device). The truesight especially is extremely niche and a lot of people have complained about the free hidden promo, not because it is good, but because it forces constant hawk spam which slows games down. Making them immune to collateral with pallen's should be possible IIRC, and would certainly help them approach cities in big, slow stacks without dying to collateral. Alternatively I don't know if anti-withdrawal is easily possible, but if so it should make them more effective vs mounted stacks (their biggest weakness). I was thinking of giving them free mobility 1 or use enemy roads with the shadow mana device... but you make the point that luris should be slow and tough and that does break the theme.

Unfortunately defensive, slow units are always going to be lacklustre as a central balance strategy, because FFH just isn't a defensive game and mobility is so important on the offence. It's the reason archers are so boring and bad. I don't want to relegate luris to the archer zone :-(.
 
so I'm not suprised you had this experience. What difficulty do you set them to?

flexible difficulty from emperor to deity. elves tried to mix farms, lumbermills and worshops - I suspect they fell back due to lack of :commerce:. Yeah, elves did not use aristofarms.

also vs infernals forest become obsolete( it burns) and poison damage is useless vs undead - therefore the fall of elves was probably result of direct intervention of infernals.
Were you einon or one of the other leaders? I could perhaps give them another buff to try and make them more viable --- cost decrease maybe.

crusader are cheapers than monks but can use metal weapons, diseased corpses are cheaper and also use metal weapons, paramander cost is the same but also can use metal weapons. also fawns and satyrs beat under right circumstances monks. Ins short, religious units are better than their direct "competitor" - a monk.

The best usage for monk is under esus state religion - due to lack of religious units.

but yeah, I'd give to monks the same price as crusaders and diseased corpses 90 hammers. And something like - additional promotion after um lets say after 6th level - can attack twice!( must have movement points of course)Not free promo,but available. Practically makes blitz unecessary, why not - can concentrate on combat promotions, instead of drill line.

Golems...

IIRC from Kael - free fireballs were compensation for lack of mobility and promotions. So he knew the problem and decided to solve it this way.

I'd like to test with anti collateral building, can't hurt :lol: Although vs AI practically impossible - you have to wait for catapult stacks
 
Elves are not overpowered. Elves have a very good late-game economy in exchange for a very slow start. This is basically their only benefit of their civ (Ljolsofar) or made up for by mediocre leaders (Svartalfar). This hit to them is ridiculous IMO.

The same applies to the Luchuirp, removing their fireballs means they have no strong late-game to work towards, and everyone knows high strength golems with low mobility are pathetic on their own, because of how much the initiative matters. I can't comment on moving from wood to iron golems, except to say that while it seems reasonable, this requires significant investment in different lines before they can field this force. I'm also surprised you want them nerfed at all if you find them weak in this form.

I still don't see how fawns are so powerful. What do they have that makes them so much stronger then hunters that they need this nerf? The same with Satyrs and Kithra personally - I don't view FoL as nearly powerful enough for these nerfs to be necessary.

I like the mobility, council, yard, champion and monk changes BTW, in case I come off negative :)
 
RE monks: Einon is Spiritual, Gekko :p.

More monk analysis:

Spoiler :

Monks are one of the few 2 move units left that has access to mobility 1 (free with spiritual). Probably a better comparison for them is Horse Archers, which are also strength 6 with 3 move for 120 hammers, and generally considered a fantastic unit. Of course, HAs are still better than monks because they have high withdrawal and first strike immunity, but the monks now get free XP to balance somewhat. RE crusaders, corpses: these units are poor without metals and very beaker inefficient. For example, iron crusaders are 2340 + 3640 = 5980 beakers. Monks are 1820 beakers and can be GP bulbed. Even bronze crusaders, which are strictly worse than monks, are 3080 beakers. The two aren't really tier-equivalent so can't be compared directly. I'm worried if I make them 90 hammers, there is literally no reason for elohim to build any other aggressive unit. The sweet balance spot IMO would be for them to be lacklustre for non-einon leaders and top preference for him in early-mid game. I still haven't played or had a report of a Einon Monk-rush in a competitive MP game but it's on my list of things to test. I'll make a judgement based on that and go from there.



Honestly, FoL and Luris seem to be the most hotly contested points of balance on this forum at the moment. Not one week ago, I was the only poster holding the position that FoL was only good on elves and Luris were lacklustre. I make some changes and ask them to test and suddenly every other poster is up in arms and the original posters have disappeared haha! I'm definitely open to reverting these but again, I am looking for MP feedback before I make a decision.

RE FoL:

Spoiler :

The reason I made these changes is that the other posters had MP playtesting to back up their claims (our elf players are the newbies, and other players typically ignore FoL, so I didn't feel experienced enough to assume I was correct). If I don't hear any positive MP feedback I will remove the -food loss in the the next update. I honestly think it is too much also.

I did, however, test fawns in a quick set of 1v1 matches against another high-level player in our group, and I had to agree with the other posters on that one. QG: Mathematically, fawns are strictly better than hunters, if you actually look at the stats. They are same cost, same strength, req no building, no -20% city attack, +25% in forest and free woodsman 1 promo. And hunters are already the best tier 2 unit! Have a try in a game rushing fawns (even against AI) and you'll see the issue. In our practise games I went Ljos and then Doviello - my opponent was Amus and then Calabim. I destroyed him with fawns --> satyrs and kithra both times, even with the 'worst' vs the 'best' race combo. Maybe not indicative but it was enough to convince me that they needed a slight change at least. Fawn/Satyrs as mono-unit city destroyer stacks is not their intended purpose and has come about from a multitude of little buffs over the years - a lot of us old fogeys remember when they were a useless unit set and for me it took a proper, dedicated bash to properly reassess them. Regardless, those changes are relatively minor: -50% city attack is less of a nerf than you might expect, given FoL is strategically supposed to be a 'turtle' religion used to protect a lategame civ until something better comes online.


RE elves specifically:

Spoiler :
I don't like the word 'overpowered'. Strong is a better synonym, because it doesn't have a negative connotation. We should talk about relative strengths. Are elves a strong civ compared to most races? Consensus is generally yes. Are they the strongest? Debatable. Do they need toning down? I guess that's a matter of opinion. What reason could we have to tone them down? Mostly so that cottages can be buffed for other civs without making elves top of the pile.

As for your reasoning QG, I couldn't agree less. Elves are *supposed* to be strong economically but weak earlygame: however, this doesn't work out in-game. Svarts are strong from hunting. Elves are strong from fawns/archery and have a free get-out-of-jail card at FoL via worldspell. These are not lategame techs. Thus both races are consistently strong throughout the entire game. FoL on its own I will debate is not as great but I find it hard to agree with anyone saying Elves are not a very strong race. They have always been up with the calabim and lanun, but unlike those races have recieved no tweaks in EitB.


RE Luris:

Spoiler :
Honestly, I have never seen a Luris succeed in MP. I could see them dominating in very large games with non-aggression pacts for the first X turns, where rush races can't pick them off like the tasty morsel they are. However, regardless of my opinion on their strengths, there was a very convincing argument made to me as to why they are such an uninteresting race in MP: they are effectively strategically flat. In vanilla, there is absolutely no reason to ever go anything but wood golems into sorcery. There is no reason to produce any miltary unit which is not a firewood golem (and a few adepts for repair). Their entire tech and military line is squandered by the simple fact that wood golems with fireballs are their most cost-effective and reliable military unit. In the end, I would rather an interesting but slightly weaker race than a powerhouse with a mono-build and research path. Unfortunately, preventing fireballs until later does nothing to stop this (makes the next cheapest unit the only viable one, IIRC marble gargoyles) and only weakens them, which I definitely don't want to do.

Thus I'm playing around, not so much to nerf the Luris, but more to make them strategically interesting. The perfect balancing point IMO would be for them to hit their strongest point at iron working or engineering and with all three golem-enhancers: at this point they should be, in terms of pure military force, one of the strongest civs (to make up for how gruelling the path to get there is). I recognise the change to blasting workshop hurts them, but having played them in MP since then (admittedly in a not very competitive game) and loving the freedom to branch out research-wise, I am loathe to just reverse it. I would prefer to bring them to 'strong civ' status by making their other mechanics (namely, the other two golem buffing buildings) stronger and more widely applicable. As it stands they are very niche. I like scutarii's idea for a collateral-immune building. Still open for ideas on the other one. I am considering free raider's promo with Adularia device: they will probably always remain terrible as long as they don't have access to at least some mobility enhancer.


Glad people are playing around with the changes and enjoying them. I am waiting on a bit more feedback and an Acheron fix from Terkhen before I release another version but will incorporate feedback from here. Also, we haven't been playing many games on our end for me to test this patch yet.

Unfortunately, although AI games can give a rough idea, I really don't want to rely on them for feedback on changes. I make these tweaks for our MP games and they aren't designed to be easy for the AI to understand or balanced in a SP environment. Honestly, even with MNAI, FFH AI is so bad it is completely impossible to balance anything around them.

At the moment my likely changes will be:

1) Revert the -1 food on ancient forests

2) Some tangental buffs to Luris, improving pallens engine and adularia device (still open to suggestions). Also tempted to give wood golems something at blasting workshop... at least fire resist perhaps, and maybe +1 fire strength? They are supposed to be a holdover unit, like slings or boar riders, until the better golems come online in the mid to late game... but I don't know how best to enable this.

3) Some buff to archers. They are still so boring and bad. Currently thinking of coding a unique archery mechanic wherein they gain a % bonus when attacking FROM a hills or city tile as well as on defence. Should make them more strategically interesting and unique, but requires compiling >.<.

4) fix the spell extension 2 bug I introduced last patch :crazyeye:

Happy to hear more thoughts, and don't worry about sounding negative: I know if you weren't interested at all you wouldn't post :). The brain-dead changes like melee buffs barely need discussing - it's the difficult ones that need to be ironed out.
 
Probably a better comparison for them is Horse Archers, which are also strength 6 with 3 move for 120 hammers, and generally considered a fantastic unit. Of course, HAs are still better than monks because they have high withdrawal and first strike immunity, but the monks now get free XP to balance somewhat.
HA are good ONLY because of the withdrawal and FS immunity... that is what had to be balanced by giving them "only" 6str, when their counterparts : ranger is 7+1, champion is 6+2iron/4mithril and sucky archers are LB :5/6+2=7/8
it is not that HA are 6str 3mv and good and have a slight bonus in ability.
it is that HA are 3mvt with huge withdrawal available and no FS issues... and are slightly nerfed to make them balanced.

so to compare monks 6 (3mvt with spiritual) +promotions with HA would be like saying axes (4str) are very good (because they can get bronze/iron) so I don't see why archers (3/5 : mean of 4) are not considered very good; they even have access to firearrows (in different line) and %city defense to compensate lack of metal weapons.

it doesn't work that way.


for luirchips:

my ideas:
wood =/= FB is a good idea.
iron can get FB : good. (and you increase in str is good)
Gargoyles : I would make them like this : lower str than iron (maybe even original one) +withdrawal / +paradrop 2/3 / +blitz(so they can attack after pardrop) /+immune to defensive building / immune to collateral / reduction vs fire damage. Those are your city defender and city buster : a mix between HA and Archers: they cannot break cities by themselves, but you can launch them to help your irons to get it.

Adularia (or another) giving "commando" would be very nice. currently I was contemplating giving commando effect to the golem promotion... but giving it after engineering or with Adularia is a nice thing to block them from being too strong early : and it would alleviate the need to try to get them mobility.

maybe have a building giving them +15% str or +20 or 25 ?
late game the % have a huge effect, and being able to get 15-25 on top of barnaxus' 40 % (you often don't get the 50) might help against the +60%CA / +100% of some late-game champions..
 
I don't view FoL as nearly powerful enough for these nerfs to be necessary.

I agree. Good elves main trait does not support FoL synergy - arches cannot use woodsman2 and evil elves.... FoL is perfect for them..but... being agressive civilization - lack of forest on foreign land makes woodsman promo useless.

I'd remove city attack penalty from fawns and satyrs, even poisoned fawns and satyrs cant do much vs longbowman.elves can't use siege weapons. I'd add simply additional tech prereq for fawns and satyrs and to relogious hero thats all.
 
I agree. Good elves main trait does not support FoL synergy - arches cannot use woodsman2 and evil elves.... FoL is perfect for them..but... being agressive civilization - lack of forest on foreign land makes woodsman promo useless.

I'd give to fawns and satyrs -25% city attack, not -50%

I.... if you think woodsman 2 is the most important reason to adopt FoL, or relevant for the decision at all, I'm not even sure what to say. I think we are operating on totally different wavelengths.

Elves adopt FoL for GoN/ancient forests.... and Ljos don't use archers in MP, save Legolas (fawns -> fyrdwell).
 
Elves adopt FoL for GoN/ancient forests.... and Ljos don't use archers in MP, save Legolas (fawns -> fyrdwell)

I see no problem on this...nobody questions why greedy dvarfs follow exclusevly RoK or Sheaim AV
 
I find the problem with ancient forests is the defense bonus is often more useful for invaders than FoL followers. this would be easy to fix by changing the defense bonus and/or promotions. Master of Mana handles it this way and it's much better :)
 
I see no problem on this...nobody questions why greedy dvarfs follow exclusevly RoK or Sheaim AV

Again, you've missed the point entirely. No one is suggesting FoL should be less than optimal for Elves. The initial concern was raised because FoL, especially with elves, was creating a degenerate strategic environment in MP. I still haven't recieved any feedback on this since, which is why I'll revert the forests if I don't get any by next release.

As an aside it would be nice if CoE was actually viable for svarts, that's not what we are discussing and I think that's not really doable without totally reworking GoN anyway.

[to_xp]Gekko;13122118 said:
I find the problem with ancient forests is the defense bonus is often more useful for invaders than FoL followers. this would be easy to fix by changing the defense bonus and/or promotions. Master of Mana handles it this way and it's much better :)

Yeah, I noticed this as well. I assume it was originally put in place by Kael as a kind of risk/reward for invading forces: do they go through the ancient forests and risk spawning treeants, or go in the open and get no defense bonus? reducing the bonus is easily implemented, though.
 
What is the point of asking for feedback if you're just going to argue with everyone who disagrees with one of your changes?


I am curious what "MP environment" you are drawing your conclusions from. To the best of my knowledge RB has the most active FFH MP community on the internet, and exactly nobody has argued that the FoL needs to nerfed or that Elves are overpowered. People have complained about Fawns and/or Volanna being too strong, but that's hardly the same thing.


Both elven civilizations are certainly strong, but they're hardly game-breaking. The Ljo & Svarts both suffer from "Stuff Everywhere!" Syndrome. It takes a long time to get Air Mages for collateral (no catapults & Ritualists knock you out of GoN, which sucks), Rangers / Assassins / LB if you want to exploit your race's unique bonus, FoL Priests for spreading forests, and HBR + Stirrups if you want any decent units with better than base 2 moves (since you can't build chariots). That's not even including the many economic techs they'll want. Yes, you'll be in a good place if you can manage to land all that unmolested (and your opponents haven't outbuilt you in the meantime), but it takes genuine skill to pull off a win with a civilization which takes so long to really hit its stride. By comparison the Calabim can often get by with just two paths through the tech tree, one for Feudalism and another for Veil Ritualists, picking up their economic techs along the way. The Hippus under Rhoanna have it even better, really only needing the Guild wonder and the same cheap economic techs everyone eventually researches.


My point isn't to nerf the Hippus and Calabim too, but rather that I suspect you are playing with a small group of players and therefore basing your decisions off of a unrepresentative sample which isn't giving you an accurate impression of what, if anything, needs to be changed.
 
@BobCV: to be exact, Blackmane only did that because some people told him that it was their experience that all their playing circle went FOL, whatever the race... because they thought it better...
on his side, he said "i don't experience that, but why not..."
(if you allow me to put some words in his mouth)
 
What is the point of asking for feedback if you're just going to argue with everyone who disagrees with one of your changes?

Calvente nicely answered for me (thanks man).

The only reason I made the change in the first place was because people were using exactly the same argument on me you are now making. I was literally the only person in the EMM main thread saying it wasn't necessary. I'm sure you can understand how frustrating your reply is given this.

I also already agreed to revert it if noone was willing to defend it, as i'm not a big fan of it myself - has that somehow been missed in all this? If I've learnt anything from this it is that I should probably be more stubborn, not less. Only the changes insisted on by other people have drawn any ire.

In terms of my MP experience, that's a bit of a low blow, but I'll defend my position:

Spoiler :
I play MP ~1/week with a circle of 11-12 friends of varied skill levels, and have been doing so since just before the start of the year. None of them are experienced as RB players (like Tasunke etc) but IIRC that's a similar player pool. I used to play a whole bunch of FFH MP back against other forum members during Ice (20+ games), but that is many years ago.

The metagame is very different now so I don't try to assume things are the same (back then Ljos were the strongest rush race due to worldspell/hero, spells had no damage cap -ring of fire confessors!- and half the races caused OOS and couldn't be played at all).


I'm not trying to say I'm super qualified or anything. Is there still active discussion over there as well? I am always interested in debating changes because it makes the good ones stick.

As an aside, it interesting that you say volanna/rhoanna are the stronger leaders for those civs. I'm not disagreeing at all (no experience with Volanna and our Hippus player never goes anyone BUT Rhoanna) but it is interesting that, over at RB at least, there are no raiders trait leaders who are considered optimal picks for any race. If I remember, you guys had a similar experience to us: good road management mostly prevented abuse of commando.
 
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