[MOD] Erebus in the Balance Update

You were losing our duel too :p

I've "lost" several duels against you - if you count losing to the barbs, which is why we abandoned that one anyway ;)

But I *do* play duels with other people - I've beaten Gazglum twice, abandoned one with Cornflakes after we realised the map was massive, and got 75-odd turns into a duel with BaII (which I was winning) before we dropped it due to time issues.


And personally the funnest games I've played of Civ, period, have been those duels. So if anyone wants a duel, do hit me up. :)
 
I thought we dropped it because the whole point was to test Summoner for a PBEM, which no longer made sense after we learned that the trait in the version we were running was bugged :p


Also, wanna duel again? I'm averaging less than a turn a day from both of the games I'm currently in, and a duel shouldn't eat up too much time.
 
Oh, probably. Like I said, they all blended together a bit. I thought we didn't even notice that it had the bug (besides both playing the civ) and that was the hilarious part of that escapade.

Sure. :)
 
Oh, probably. Like I said, they all blended together a bit. I thought we didn't even notice that it had the bug (besides both playing the civ) and that was the hilarious part of that escapade.

Sure. :)

Hi Qgqqqqq,

I used to play FFH competitively a lot. It's really nice to hear that a group of people are interesting in rebalanding FFH for competitive play. Yes, I'd love to duel you and I'll check out your forum for some PBEM. I like live games too, but I'm guessing that's hard for the group that you currently have.

--Bill
 
PM'd you.

/diversion.

Does anyone have any balance requests or ideas to go towards the next version of EitB?

Things that seem to me like they might need balancing include: Grigori, Elohim, Bannor (?), Sidar (?), Mithril Line, Naval warfare/gameplay, Lairs, Tech pacing, Starting Civics (Religion/Pacifism/Nationhood), and Starting Units/Techs in later eras, just off the top of my head.
 
I made This thread a long time ago: http://www.google.com/url?sa=t&rct=...mHkgIIgF5_uJ2Tw&bvm=bv.79908130,d.cWc&cad=rja

It represents Tasunke's and my opinion on the ranking of civilizations for vanilla FFH. It may vary since I haven't been able to get your mod to work yet and haven't tested it.

Generally I'd say balance issues derive from things like: Uneven usefulness of starting mana, uneven utility and combat effectiveness of starting mana (ideally civilizations would start out with mana that provided both summons and buffs to their cities). Uneven usefulness of combat technologies. Uneven usefulness of leaders within a civilization, etc.A
 
While updating my mod I noticed two things in EitB 11.1 that could potentially be bugs. Chariots and Scorpion Clan Chariots changed their tech requirement from Construction to Trade but Centaur Chargers still require Construction. Is that difference intended? I also saw in the changelog a bugfix about Chalid not being able to cast Crown of Brilliance anymore, which I assume to be caused by the change to the requirements of tier four priest spell. If that's the case, another bugfix should be made for Sphener, who no longer can cast Unyielding Order.

By the way, I recently made a thread about MapScriptTools support for FFH mods. MST includes a bonus balancer which can be tweaked on a mod by mod basis, so if you are interested in proposing one or more bonus balancing schemes it would be easy to add them to the next version of MapScriptTools.
 
I'll take a look at those. I thought I had fixed all the religious tech screwups, but it seems not. Yeah, both are bugs.

Query: in EitB, High Priests of the Order can cast Pillar of Flames. Should Sphener be permitted that?
 
Had a nice long chat to Ellimist about a bunch of current EitB issues:

Spoiler :

Ellimist:: i am relatively confident that i can eventually beat almost any FFH AI situation
me: Yeah
Ellimist:: it still might be worth playing out
me: In EitB for sure
Ellimist:: but FFH tactics definitely reward creativity and innovation
me: In MNAI, it can be a different story
Ellimist:: which are two things an AI won't do
maybe
me: Facing AI (on high levels) is actually pretty bad for preparing you for MP
Ellimist:: yeah that's sortof my point
like
me: Because the tactics are different
Ellimist:: the hippus/clan war in 36 for instance
would an AI have captured 15 cities in 5 turns?
me: Against an AI, you never need to worry about realdefence
Ellimist:: given the chance
me: Yeah
Like, I faced a raider enemy as Kurios recently
And basically all it meant was they moved two tiles per turn When slowmoving too my frontline city
[REDACTED]
me: Yeah
I probably should've nerfed it by now :/
Ellimist:: eh
don't nerf stuff
that's really my biggest philosophical disagreement with EITB in general
i like EITB
me:
Yeah
I know
Ellimist:: but don't nerf features, make other features better
me: Like, I'm pretty sure it doesn't do that in [some old version]
Ellimist:: it's not even any particular thing, i just don't like EITB versions of stuff being worse than the FFH versions
me: What would you do to Fawns, then?
Ellimist:: Fawns?
uhh
me: Oh NM.
They were broken by Eitb
Cost more in FFH IIRC
Ellimist:: my main thing that i'd do in your place if i was working on EITB
is pick a civ that's significantly weaker than average
or a feature/etc.
sheaim, for instance
me: Sheiam still too weak with boosts to Gates?
Ellimist:: and figure out what i can do to make them almost even with the best civs
yeah probably boosting gates
if you've changed them in the latest version, i don't have that one installed yet
me: I did boost gates. Big time (over the past few versions)
Ellimist:: the main change i think gates needed was a cost reduction
at 201 hammers (quick) they were basically a wonder
me: '36 is on old-fashioned v9 IIRC
Ellimist:: other changes were very nice as well, such as reliquaries
me: Did I make any?
Ellimist:: well i think they used to be a nearly useless building
and at some point they became a pagan temple replacement
with all the typical temple benefits plus their unique bonus
me: Not me, but yeah
Unit Change: Chaos Marauder: Is buildable, Cost: 45H, Requires: Planar Gate, Carnival
Unit Change: Manticore: Is buildable, Cost: 240H, Requires: Planar Gate, Grove
Unit Change: Mobius Witch Is buildable, Cost: 150H, Requires: Planar Gate, Mage Guild
Unit Change: Minotaur: Is buildable, Cost: 240H, Requires: Planar Gate, Obsidian Gate
Unit Change: Reveler: Is buildable, Cost: 150H, Requires: Planar Gate, Gambling House
Unit Change: Succubus: Is buildable, Cost: 150H, Requires: Planar Gate, Public Baths
Unit Change: Tar Demon: Is buildable, Cost: 150H, Requires: Planar Gate, Temple of the Veil
Building Change: Planar Gate Cost Reduced: 300H -> 250H
Building Change: Planar Gate Doubled by Summoner
Building Change: Planar Gate Spawn rates changed to the following: Increased to Roughly a Third of the AC, number of units changed to as bracketed [] (5% 0->9 [2], 10% 10->29 [4], 13% 30->39 [8], 17% 40->49 [10], 20% 50->59 [12], 23% 60->69 [14], 27% 70->79 [16], 30% 80->89 [18], 33% 90-99 [20], 40% 100 [25])
Ellimist:: is that all normal speed
me: Yeah, all numbers are normal
Ellimist:: 250 still seems super expensive
me: PG will lose doubled with SUM and get another 50-100 hammers chopped off in v12
Ellimist:: that's like, deruptus brew house cost
me: Doubled with SUM
Ellimist:: there you go
yeah that's more like it
me:
So. What would you do to Elohim, under that philosophy?
Ellimist:: hmmm, let's see
okay right now they sort of lack direction/specialization
me: Thought: Monks upgrade to priests.
Ellimist:: they have a powerful archmage hero, a very cool civ trait that they never get to use, and some lackluster bonuses spread all over the place
thematically, they seem to have a focus on disciple units
me: T: Gain SPI for all leaders (or civ trait?)
Ellimist:: yeah maybe fold in some of the malakim style bonuses
me: 3 traits is pretty damn powerful
Though
Ellimist:: yeah, it's an option
but i agree
monks are what, 80 on quick?
me: I mean, INS gets it with a nerf
Think so.
Ellimist:: okay what about this
don't make them all spiritual
but what if monks start with potent regardless of trait
and can upgrade to any priest
me: And can upgrade?
Mobility as well>
Ellimist:: yeah, sure
SPI gives the civic bonuses, so they wouldn't get that
me: Definite boost. Probably needs something else, though
Ellimist:: so, if monks can upgrade to any priest
me: What is there other unique?
Ellimist:: the cost of priests and monks are the same
me: *their
Ellimist:: so the upgrade is free-ish
me: So they get the old Freak gimmick, almost
Ellimist:: and they can upgrade from priests into eidolons or druids or whatever
yeah
i'd sort of like to give them something earlier too, but i'm not sure what
me: What about if we make Reliquiries a build-everywhere building
On par with GM?
Ellimist:: they sort of already are
i think
me: Not sure what to add, but that sort of thing
Ellimist:: i vaguely remember from the pitboss
okay the version i have shows reliquaries are 60 hammers normal
so that's 40 on quick
me: What do they give?
Ellimist:: spirit guide promotion to units built in city
2 culture
me: Oh.
Ellimist:: and 1 GPP priest point
also 1 unhealthy
theyre a monument replacement
me: They replaced monuments
Not Pagan Temples
Ellimist:: i was mistaken
if you want to boost them any more, maybe give them a priest slot
me: FFH wiki had them as +2cpt anyway
Ellimist:: but they are very worthwhile in my opinion
me: So I could switch which they combine with
40h PT with SG, +2cpt
Ellimist:: and actually
me: Spamspamspamspam
Ellimist:: take creative away from ethne
she won't need it with those super monuments
me: K. What instead?
She's ORG
Ellimist:: yeah
hmm
me: IND?
No, that's Kandros
Ellimist:: well i don't know how to do it thematically
but i really think they ought to have early game aggression as a better option
otherwise tolerant will go to waste
me: AGG?
Nope, sheelba
Ellimist:: yeah but ethne is like, the least aggressive leader in theme
she's like... cries because an animal got hurt
me: She could get anything, really
Yeah, I know
BTW
I had the thought that a civ-wide boost could be something healing or medicine based
Like...+50& healing in borders or something
Or healing anywhere is the same as healing inside borders
Ellimist:: oh, easy elohim change... take away the +20% war weariness thing
oooh, a map wide healing boost could be cool
dunno how best to implement that
me: Yeah
Ellimist:: all units start with March?
or medic or something
me: Ooh.
Not medic - counter productive with disciple focus
Ellimist:: yeah
march gives +10% to heal rate and can heal while moving
and +10% really means they heal an extra 10% every turn
me: Issue is...how to implement that. I don't want to give two civ traits, and it doesn't really work with Tolerant. But that's just coding
Yeah
March is certainly very powerful
Ellimist:: why not with tolerant?
me: Why should tolerant people heal better?
Ellimist:: you could add March to the bonus given by reliquaries
me: It's a thematic clash, not a gameplay one
Ah, that would work
Ellimist:: yeah i'm all in favor of staying true to theme
me: BTW
Ellimist:: okay so if it gives spirit guide and march that's totally fine imo
me: If we keep Reliq's as monuments
Than CRE Ethne builds them for 20h
Ellimist:: and if you add a priest slot to them as well that really pushes it
yeah i know
but
is saving 20 hammers worthwhile?
me: Yeah, idk
Ellimist:: or are people just going to always pick thessalonica or onion logos
me: But it's still faster, and you'll get them everywhere
Ellimist:: yeah
me: Forgot Thessalonica lol
Ellimist:: can you modify the palace so it doesn't INCREASE war weariness?
me: Ethne could be FIN I suppose
Yeah, got that
Ellimist:: it doesn't have to decrease it but jeez
i understand the theme thing
me: Anyone else's do that? Cardith IIRC
Ellimist:: but theme is silly if nobody ever wants to play them
me: Yeah
Ellimist:: lemme check
me: Does ORG in general need a boost, BTW?
Ellimist:: honestly it doesn't matter too much if kurios had a problem like that, they have enough benefits to overcome it
me: Yeah
Ellimist:: ORG seems fine in 36
but sheelba might not be the best example
me: Yeah
Also, thing that CFC mods do: Give Decius Tolerant
Sent at 7:37 PM on Friday
me: With the GM changes, less picking of Cala Decius. And no one ever goes for Malakim/Bannor Decius
Ellimist:: civs with a war weariness palace penalty:
malakim, lurichiruiurip, ljosalfar, kurioates, elohim
oooh tolerant decius makes some sense
he already leads 3 civs
me: Kurios, fine. Elohim, Luchuirp (?) need changing
Ljolsofar I could see either way
Ellimist:: yeah probably
i'd drop the malakim penalty too
they already got nerfed by the change from potent to favored
me: Elves are strong. But less so than Svarts?
Yeah
Well, no they didn't.
Common misconception
Ellimist:: i really wouldn't have a problem with just removing all WW penalties from palaces
me: EitB Favored == FFH Potent
EitB Potent just has +10xp max
Ellimist:: yeah but you can't promote lightbringers up to adept any more
or if you do, rather
me: Yeah you can
Ellimist:: you don't keep the bonus
me: Don't you?
Is that deliberate?
Ellimist:: i thought that was the entire point of the change, yeah
deliberate
i could be wrong
me: Nah, the point was to boost ARC without boosting the (already strong) SPI
IIRC
Ellimist:: well i could be wrong
me: Testing atm
Ellimist:: oh, maybe reduce the cost of Hallowing of the Elohim and Elegy of the Sheaim
they're basically pointless anyway, especially at the current prices
me: Done
Ellimist:: if they were maybe 150 (normal) then perhaps there would be a niche use for them
me:
Well, they're on half of what they were before
Ellimist:: yeah i dunno what that was... it's probably still too expensive but who knows
i doubt there's a "perfect" cost for themn
since if you make it too cheap it'll mess up the AC
Sent at 7:46 PM on Friday
me: You're right that they lose Potent
That'll have to change
Ellimist:: yeah
i mean
i understand the point of occasionally nerfing some stuff
me: From my perspective, that's a bug
Ellimist:: but i think the best balance tweaks we can do are the ones that make weaker civs become valid options
me: Yeah
Anyway, ORG (sans Sheelba) need anything more?
Ellimist:: i dunno
me: Hmm, could ORG and TOL be rolled into one?
Ellimist:: it's already one of the better economic traits
eh
me: Tolerant isn't really that big of a thing
Ellimist:: well tolerant is also a disadvantage
me: Maybe too much, tho
Yeah
What happens to bar cities taken by Elohim?
Ellimist:: it's nice, but i don't know if we want to spread it around that much
i dunno
the only elohim game i've really done was the pitboss and i don't remember capturing any barb cities with them
Sent at 7:51 PM on Friday
me: Reliquary monument or PT replacement?
Ellimist:: i like it as monument
me: Yeah, it kinda obsoletes Monument if it isn't that
Ellimist:: 40 hammers is cheap, it gives culture which every city needs, and it gives enough other stuff that you aren't reluctant to build them
if it also gave a priest slot and you coulid build pagan temples for a second priest slot, that would give them a nice Altar option too
it already gives 1 priest GPP
me: Yeah
Definitely gells well with the theme
Ellimist:: hell... if you REALLY want to push it
me: I can't believe it was 200h in base
Ellimist:: you could make it 30 on quick
like what happened to axemen
200 for reliquaries?
and they did almost nothing too right?
me: Monuments or general or just reliq?
http://fallfromheaven.wikia.com/wiki/Reliquary
Ellimist:: reqliquaries not monuments
i dunno if that's too much, i just don't mind the idea of pushing them pretty hard
me: IMO they'll probably build them everywhere, 40h, or 30h
Ellimist:: wow yeah they were so useless haha
me: But I don't mind bumping up a tad
Ellimist:: that was all i remembered
the way i'm looking at it
is like
me: Has the advantage of meaning someone is more likely to test soon
Ellimist:: okay if you are going shopping somewhere
and there's an item that you've seen that is somewhat interesting looking but costs more than you care to pay
and suddenly you go there one day and the business has decided that "hey! we want you to seriously consider buying this thing!"
they've cut the price in half or something, there are new special features that the old version didn't have, there's a spiffy new color, etc.
like, we don't have to make the Elohim or whoever suddenly the best civ, but we want to boost them enough that people want to give them a shot and then aren't disappointed by them
me: Yeah
Ellimist:: anyway
march is a big deal i think, and the rest doesn't hurt
me: Yeah
All little things, adding up
Ellimist:: yep
i was trying to think of a way to buff spirit guide itself
but the randomness of it seems tough to modify and that's the biggest drawback
me: Yeah
Ellimist:: probably best to leave it as is
me: It's basically a nice-to-have
Monks still start with Potent?
Ellimist:: uhh
yeah
i'm thinking a decent sized army of spirit guide units could be powerful
me: Nah, too much of a knock on Thessalonica - what about mobility instead?
Ellimist:: mobility is good
me: Mobility transforms priests to army status after all
Although Monks do have two natural moves, so maybe lose one as well? idk
Ellimist:: yeah and maybe some first strikes?
instead of potent
well then you would lose it if upgraded though
hmm
me: Or Drill 1
Nah, mobility isn't lose
Ellimist:: sure drill 1
me: On upgrade
Ellimist:: Cannibalize
me: lol
Ellimist:: i have the monk civlopedia entry open
me: Because that's thematic
Anyway, gtg
Sent at 8:05 PM on Friday
Ellimist:: they can get so many weird promotions technically
good night
i'll try to come up with ideas for the other underused civs
as far as i know grigori have only been good once and that was because it was Thoth


From that, I'm going to propose the following changes.


Elohim:

Reliquary:
(Reminder: Reliquary's are currently a monument replacement that gives Spirit Guide, 1GPP, and -1 health.)
- Reliquary now adds the promotion "march" to units built in the city.
- Reliquary gains a priest slot.
- Reliquary cost changed from 60h->45h (?)
(Reliquary's now turn into a must-build building for pretty well every city, which also acts as an extra buff to the CRE Ethne. The march dynamic adds a new "trait" to Elohim armies, given Tolerant's lackluster affair. Priest slot and cost slash are cheeries on top to help incentivize the Elohim.)

Monk:
(Reminder: Monks are currently a 80h, 6str, 2move unit that starts with Demon Slaying 1 and Medic 1, and is available at Priesthood.)
- Monks can now upgrade to all Priests.
- Monks lose 2 moves, gain mobility promotion.
- Monks gain Drill 1 (?)
(Monks can now upgrade to Priests for 5g, bringing mobility, potentially Drill 1, and Demon Slaying with them.)


Grigori:

Adventurer Counter (?):
- Adventurer Counter mechanism merged from Extramodmod(/various).
(This divorces Adventurers from the GPP pool and creates a second counter instead, meaning that their unique flavor does not harm their economic potential.)


Infernal:


Starting Gold:
- Hyborem starts with 5 gold per average number of enemy cities divided by two (5g per extra unit gained from the "base" setup).
(This is to prevent them from being on strike if they spawn late-game.)


Sheiam:

Planar Gates:
- Planar Gates changes from 201h->150h
(Still quite expensive, this makes them more reasonable. I'd be prepared to go even lower, tbh.)


Luchuirp:

Pallens Engine:
- No longer grants Perfect Sight. Instead, grants Light to golems.
- Now requires Body mana and Alteration, instead of Sun mana and Divination.
- Cost reduced (180->120h)

Alduria Chamber:
(Reminder: requires Necromancy.)
- No longer grants Hidden. Instead, grants Heavy to golems.
- Cost reduced (180->120h)
- Now requires Death Mana
(I'd be prepared to change for any of the necromancy manas.)

(Note: This means they have a building at every mana tech save divination.)


Civics:

Conquest:
- Moves back to Warfare (from Education).

Military Strategy:
- Moves back to Military State (from Warfare).

(These techs don't have enough going for them atm, and education has too much.)


General:

Favored:
- Disciple units upgrading to other unit-types don't lose the Favored promotion. (Relevant for Savants/Lightbringers upgrading to mages.)
(Bug-fix.)

Decius:
- Decius gains the Tolerant trait.
(Decius is weak and rarely taken for all civs he works under, and this works well with his flavor.)

Religious Victory:
- Make it require the appropriate Shrine.
(Bug-fix.)

Spell Damage:
- Combat promotions lose +5 spell damage.
- Mechanism created to tie spell damage to Unit level instead.
(Combat line overshadows over upgrade lines.)
(Note:probably delayed due to complications.)

Palaces:
- Elohim palace loses +20% War Weariness.
- Malakim palace loses +10% War Weariness.
- Luchuirp palces loses +10% War Weariness.
- Ljolsofar palace loses +X% War Weariness (?).
(All weak civs, gives an easy buff.)

Naval:
- Navy units gain +100% versus Water walking units (?).
(Cultist nerf. Cultists have enormous utility, and as I recently realised (read: Bob explained it), the central issue is that they are more versatile than a navy, and punch above their weight - with a single cultist, even without Tsunami-ing, having odds on at least one galley on defense. This means that navy has more of a place in the game, without nerfing the intended function of Cultists (water collateral).)

Control Whole Team:
- Merge the Control Whole Team option from Magistermodmod.
(Allows you to control the whole team, rather than giving up to an AI. Probably won't make it into v12.)

Goblin Archers:
- Change strength from 3/5 to 2/4 (with poison, same as normal archers).

Multiple Production (???):
- Merge the Multiple Production Mod.
(I'm nowhere near convinced I want this in - in fact, it won't go in for v12 - but I want to mantain discussion on it.)


There, that should be enough to chew on for a while.
 
I still have to finish reading but don't use the ffh wiki as reference, it's not very reliable. the FFH manual is much better.
 
I generally use in-game, or the FFH wiki. Sure manual is more accurate, but a) I don't care overmuch for accuracy and b) wiki is very accessible and easy to search. I've found it generally reliable for things I've checked after the fact, too.
 
re-navy : galley is a tier II unit .... cultist is a tier III unit...
in a the same way, a lone cultiste can kill a patrol/troop of axemen, even without using maelstorm... thus, it doesn't seem so strange that they could kill a galley... especially as you can't kill him/her by drowing him... he only needs to approach and make 1-2 holes in the planks...
same for a horde of stygian guards... that would now be unable to kill galleys

(as the water units have often greater str than their land counterpart : galley (1st boat : 7str ... versus warrior 3 and axe 4, and they have much much more movement: min 3, easily 5-7, versus the 1mvt of drown / stygian / and max 2 of cultist...)
so a tier 2 unit with 3-5-7 mvt has same str on water as a tier III unit with 1mvt..
that seems more than balanced IMO and the galley has already a huge advantage. (even a 2.5 unit: axe with iron weapon often cannot kill a tier 3: 6str horse archer due to the first strikes and the withdrawal)

and taking this change into account, it would mean that the "drowned" unit interest is much weakened.
already a 3str unit is not so strong in the water; now with a + 100% versus waterwalking, already weak drowned are nothing anymore to protect you against naval barbs (galleys, and sea monsters): 1.5str versus a 7 str galley.


In FFH vanilla (and most mods) spiritual gives mobility to disciple, I can't remember if it's the case in eitb as they get "favored..."
If that is not the case, please disregard my commetns below :D

for monks : giving mobility instead of 2mvt might be a nerf...


for monks: spiritual already gave mobility (??), so you could have 3mvt monks... now no more.
for spiritual elohim: spiritual gave mobility to priests... but now, you don't need it anymore
(edit: no no more --> now no more)
 
Response:

Cultists can still kill galleys with Tsunami. I don't see any reason for them to be able to do it mano o mano. (Besides, tiers are a very inexact thing - one can get OO/Runes/FoL priests well before they can get Champions/Galleons/later priests.)

Regardless, discussion has made me decide to change it to affect disciple units (thus, functionally only Cultists) rather than everyone.


Monks, you are correct. However, most Elohim leaders are not SPI, and given the strong synergy already present, I think it's fine to nerf the one that is to boost the other two considerably.

Thanks for the comments!
 
ty :)
to be honest, I was more bothered by the nerf to drowned, stygian guards and eilodon (and waterII mages... if anybody ever build them :/ ) than to the cultist themselves :)
For the cultists, it was more a question of me picking on the reasoning. However, on a balance point of view, I agree; having means for non-OO civs to tackle those pesky Cultists is a must.

that said, if navy was more worthwhile, people would research it earlier and would easily have str 8 galleys with combat 2 beofre cultists even appear.
IMO this change only shows that navy is a lack-luster tech branch
 
Indeed, there's still a lot of improvements needed to be made to that line.

How would one get str 8 galleys?
 
sorry, I meant triremes (I always mix the two up, but to my discharge, trirems are same era as galleys).
trireme : a tier II unit (sailing + bronze)is 7 str... and barbs are often well equiped in triremes.

so trireme + buccaneer promotion : 8str.

:D
 
That puts them at what? 1-move? Still barely able to fight off a Cultist on defense (boned on attack), and much less flexible.
 
not really, the +1 str is both attack and defense... and they still have 2 move (and easily 3-4)
so 8str, 2mv for a tier 2 unit
against 7str 1 mv for a tier 3 unit...
IMO it is somehow balanced, even if the tier 3 is a land unit and a spellcaster.

I don't recall anybody saying that cultists were OP... Tsunami seems a bit too strong... but Ring of Fire is too... and maelstrom also. and taking tsunami's limitations it seems ok.
 
Tiremes are 7, 2-move. 7/3-move with longshoreman, or 8/1 with buccaneer. Short of 4/5xp they can't get up to 4 move, or to str 8 2-move.

:lol: You should hang around RB - people have been claiming tsunami is OP for years. I happen to disagree - but as stated, their ability to swat off naval units like flies meant that cultists were too powerful because of their versatility.
 
I agree that tsunami is strong (and truth to tell I somehow follow RB;.. a bit, once every 2-3 months :D )
however the point above was that cultists are too strong on water even without tsunami... I kinda find them balanced.

for tsunami... I dunno. they rule water... but many fights are inland so... :/
 
Top Bottom