Bannor Chain of Command

Dave Lawson

Chieftain
Joined
Jan 6, 2008
Messages
57
I've recently taken to exploring those flower loving pacifists we know as the Bannor.

I really must say that I love the notion of the chain of command, despite the cumbersome interface issues. I'm not gonna complain said interface because it's so far outside what the original interface was designed for, and it's awesome.

I will describe some of my game play experience with it however.

The first time I played as Bannor, it was an inland sea map, and I was stuck between a good (aligned) player (who I didn't really want to declare war on for personal reasons) and that bloody dragon perched in a barbar city. OMG that dragon growl. Why is it so loud and drawn out! Why does it play every time I bring the camera near it! GAH I hate dragons! I think my brother who was in the next room hates dragons now, too.

So, having decided on my first and most important military objective (killing Puff), I set about doing so. I had been fighting barbarians for a goodly time, and even had a brief war with another player. In this I had managed to get myself a military containing a captain at the top, a pair of master sergeants, along with bunches of sergeants and corporals. Between 2 rounds of artillery bombardment, and an assault against the 6 defending units, my captain received in excess of 200 experience. The kill shot on a crippled dragon alone accounted for 130something experience. Now, I like unit promotions as much as the next guy -- maybe more, seeing as I like bannor -- but I gotta say this was a bit too much. And he wasn't even a general at that point. Just imagine if I had twice as many units beneath him, or god forbid as many as 10x the units beneath him. I must admit that I fail to completely understand the exp trickle up, as I believe I had (only) 9* the corporal upgrade on my captain, and yet he received roughly 4 times the experience of the unit that scored the kill.

The second game I played, I made a point of going to war almost immediately -- I wanted to put the Bannor military machine to the test. By the time I had researched military strategy, I already had a unit set up to be a general. At that point I decided the game was over (although I kept playing), as my stack was demolishing entire civs without losing a single unit. My officer already had bought every single available upgrade. I should mention that a brand new recruited champion (built with 3 or 4 upgrades), with iron weapons, once inserted into the stack had a 28.6% chance of killing the dragon.

The third game I played as Bannor was the shortest of all. Orthus made the mistake of attacking me. I drowned him in a sea of bronze wielding warriors. The warrior who killed him immediately became a master sergeant. I set up 4 units beneath him, and promptly wiped out my bothersome clan of embers neighbor in record time. I had 3 master sergeants by the end of that conflict, and the snowball was already an avalanche. I had to consider that game over at that point.

It's too much. And in some ways it seems to not work as you would expect. First of all the returns on the pyramid scheme seem to get out of whack once you get even 5 of the corporal upgrades being passed along. It seems to provide far far more than 50% I was expecting. With 9 such upgrades, I was receiving about a 300% bonus. Perhaps it's just the tool-tip that's wrong? Perhaps the fighting unit only receives less than 100% so by adding 90% you are comparatively getting far more than expected... I don't know. But something smells fishy.

Second, the cool bonuses (the ones captains can get like artillery and volley and arcane and blahblah) only get passed down one level. This often means that you need to truncate the chain of command in order to make use of your captain's specialties. Instead you get the generic passed down bonuses, and with the exception of specialist captains (arcane or artillerist) there is little point in buying the command upgrades, as your corporals will be doing most of the fighting. When I originally saw the chain of command. I envisioned having a captain with one master sergeant handling the archers, one the infantry, and one the artillery. Beneath them would be the fighting units. Turns out you actually need 3 captains to pull this off. And if you plan to fill up the command trees for 3 captains, you'll have an immense horde of units (50ish units for 3 off-the-shelf captains). Could be I just had the wrong ideas when I first saw the notion though.

It could be I just got extremely lucky in those three games, but I have a hard time seeing it that way.

I'm tempted to say the tree needs trimming. What is the justification for having THAT many levels of command (recruit, corporal, sergeant, master sergeant, captain, and general)? There's no feasible way to ever fill a general's tree. You would literally need 100's of units in the same chain of command. Just imagine how much experience you general would be getting every time your lowest recruit clubs a poor gretchin!

Anybody else have issues with this?

EDIT: I'm gonna try and create a fully fleshed out command tree, and see whether the general's head can actually achieve escape velocity upon the destruction of some lowly barbarian warrior.
 
I had a guy get to general and then he got to 2k experience !!!!!!!!
 
There were some initial bugs with the XP gain taking off as your units move. So if you aren't on the latest patch (or if I haven't solved all of them yet BY the latest patch) then that will contribute.

Yes, the numbers do need brought down, so such feedback as this is quite nice. Fiddling with numbers/promotions a bit would also be nice so that you can possibly find a setup which runs smoothly.
 
Just a thought.

I've always thought regimental discipline seemed nothing special, but perhaps I didn't understand it correctly. It gives the commander +10% xp from minions. Now what does this actually mean.

1. After all xp is calculated, the commander gets an extra 10% on top of what he would have gotten.

2. The commander gets an extra 10% OF what the minions give him. ie, with one promotion, you get 35% of what minions get. 2 gives 45%, etc. eg, it's effectively +60% at the first level.

or something else ?


Or to put it another way. lv1 soldier kills something which gives 100xp
Normally, his lv1 commander would get 25xp.

Now, if that soldier has Corporal, does his commander get 27.5xp, or 35xp ?
 
In that case, 10% is so obscenely overpowered that words cannot begin to describe it.
Ok, maybe not that bad.....................



but 2% would be a more reasonable value.
Also, non-bannor commanders really need some sort of access to this ability.
 
Actually... one of the most OP things I found for the bannor, is to start by making an adept a commander, and then moving up from there. He spends his first few xp on getting the required promos, then puts the rest into grabbing as many level 1 spells as possible. Then, once he becomes a captain, the xp gets rolling in like crazy and you have a virtually infinate xp archmage who can cast pretty much every spell in the book, in addition to being the commander of his own little army.

-Colin
 
I feel that commanders don't get enough xp from followers in general. Levelling them up is quite hard. With the bannor, they swing way too far in the other direction, and levelling commanders becomes pitifully easy. They certainly need toning down a bit. But I think commanders in general also need a little bit of that magic.


Maybe some generally available promotions, that increase xp gained from minions, like the corporal does.
 
Focus on the Bannor commander "getting something" may be balanced out by remembering the Corporals are "getting nothing." Warrior with Corporal vs. an enemy Warrior with Combat I, one's 20% stronger than the other.

Beyond Corporalhood though, advancing to Sergeant and higher is where the benefits begin. That unit has "paid his dues" with a personally useless (but upper-levels useful) promotion, which permits him to start climbing ranks and having others, whether Corporals or completely unranked, reporting to him.

The highest commanders though definitely represent a "putting all your eggs into one basket" approach to cultivating units. You lose that commander, you will be very, very sad. They're not that strong if they're caught out in the open, maybe your stack meets a pack of Pyre Zombies at just the wrong time, then some Sheaim Horse Archers come in and harry survivors, BOOM, there goes your non-hero heart of the army. Fortunately inherent "Guardsman" promos on many Bannor troops can at least protect the leader from marksmen but hey, they're not invulnerable.

Still, I don't disagree that there's probably a number lower than 10% available for trickle up XP effects. I'll have to try that Adept-y thing in playtesting, I had the impression that taking "Captain" changed the unit type somehow, making choices in promotions change, hadn't explored whether it could put an Arcane unit at the top of a pyramid scheme of XP rushing in, to spend on spells.
 
Taking one of the promotions will move you from Adept to Commander status, but any unit can finish an Arcane promotion chain once they've gotten the first level promo/spell as long as they have Channeling.
 
yup - the adept, as long as he has level 1, on upgrading can take the level 2 spells (as long as he has channeling 2, which obviously a wizard would have). I haven't tested to see if they would continue to get new spells upon levelling up (go from adept to mage as a commander, or mage to archmage, if you have more than 1 source of mana do you get free spells still?), or if they can take new promotions (can the commander take level 1 spells? do you have to be arcane to do that? or just have channeling 1?)

It does make for a very powerful archmage though...

-Colin
 
Actually, at present commanders are not able to take lv2 and 3 spells if they have the lv1.
This is a bug, because they'/re not authorised for the spellsphere promotions. Will be sorted in patch C
 
Actually... one of the most OP things I found for the bannor, is to start by making an adept a commander, and then moving up from there. He spends his first few xp on getting the required promos, then puts the rest into grabbing as many level 1 spells as possible. Then, once he becomes a captain, the xp gets rolling in like crazy and you have a virtually infinate xp archmage who can cast pretty much every spell in the book, in addition to being the commander of his own little army.

-Colin

super mega double exploit
 
Regimental Discipline needs to be dropped to a 2% bonus. That would make the bannor much more balanced.

an archmage commander seems like a fine idea, and not very exploit-ish at all.
 
Actually, at present commanders are not able to take lv2 and 3 spells if they have the lv1.
This is a bug, because they'/re not authorised for the spellsphere promotions. Will be sorted in patch C

Hmm... maybe i changed it for myself - I can't remember. I was able to get it working.

As for exploitishness, why would it be an exploit? It just means that it can spend promotions on other things than the command ones, which, to be honest, under the current system are kinda useless on a bannor commander...

-Colin
 
Hmm... maybe i changed it for myself - I can't remember. I was able to get it working.

As for exploitishness, why would it be an exploit? It just means that it can spend promotions on other things than the command ones, which, to be honest, under the current system are kinda useless on a bannor commander...

-Colin

it would get massive amounts of T3 Mana spells have 2 Mana of most and it can get pretty much every sphere
 
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