Yeah, but that mostly because military state. Late game it's not uncommon to have 15-20 cities, with military state that's 30-40 additional units.
honestly, I don't think it's that much of a problem.
the good units are expensive enough in non-commutative ressources : Yield.
you need to pay that herb/metal/leather... etc upfront in order to build the unit.
and that cannot be bought by gold/rush...etc
It is thus relatively difficult to flood the scene with units (well, you can, but not soo easily). (and why would you need 50+ units... when 20 tierIV units level 6 are sufficient to beat them all).
having stables everywhere is nice. (there is in fact, without stables, a lack of scaling of the supported units with the number / size of cities (or not enough). Stable compensate for that. but maybe +2 would be enough.
Further, it is expected that military state allows lots of units.... the loss is that you lose in other topics.
maybe military state defects are not enough..
or the bonus of other civics not enough.
On the reverse, I think we should have more "commerce/production/units...etc" on the military tech lines as the AI cannot calculate the value of a '+2 for units' when there is nothing else available in the tech.
so, when you say a "wide empire".... well, shouldn't it also allow for a "wide number of units"?
/regards
Hi all,
First time posting here, i want to say this is the best mod in my opinion as it goes deep into making every civilization different and i like the way magic/religion work.
I'm also here to talk about Grigori, there are OP imo.
I think there is a bug on there adventurer, if it's not a bug, it is way too unbalanced.
Adventurer can upgrade to another unit without any tech, making it possible to have a Chevalier with only 400 gold.
I did that in my game at turn 30 ! (normal speed)
Two things made it possible :
-The Grigori start the game with an adventurer (what for ?)
-I got a lucky event "your worker found 285 gold"
I think few things are needed to make it balance :
-do not give an adventurer at the start of the game
-do not give an adventurer as a local legend (as AI does not rush that u get 2 adventurer for free)
-do not give "hero promotion after defeating a living unit" for DragonSlayer, Chevalier, Treasure Hunter.
I like the lore aspect of this, but it break the Adventurer's mechanic mid/late game. What is the point in going for Birth rate / great people if u can just create a bunch of Dragon Slayer, farm gobelin fort or animal and get the hero promo ?
Maybe change that into " 50% to get the second chance promotion after defeating a living unit. It will allow risky exploration without making your army 100% hero/immortal.
-adventurer need some tech to upgrade into the best unit (having an early DragonSlayer help but doesn't break the game, having an early 15/13 strenght Chevalier does)
The tech can be another one than the one needed for the unit (maybe a guild's tech?) but gold is not enought in my opinion.
This is my feeling after one Grigori game ... maybe i got super lucky...
I really like the fact that the adventurer can be from another civilization/race, allowing upgrade into this civ's unit, but the "i need only gold to get a strong hero unit" seems unbalance early game.
If anyone see a better way to fix that...
I think what may be throwing you off is the change in scale on unit strength.
For instance, that 15/13 is not much stronger than normal units that can be produced outside of the adventurer mechanic by normal civs in the early/mid stages of the game.
Adventurers "only" get the hero promotion, allowing risky exploration/fight, it feel strong in game. But starting with one is a huge advantage early on.Due to the limitation on numbers for adventurers, they should be stronger in comparison.
Events can swing games, perhaps too much right now. For instance, getting a religious unit from a goody hut early and founding a religion in the first 10-15 turns is a huge swing that can snowball, especially if the religion lines up with your civ (elvish civ grabbing Fellowship of leaves that early is scary). I think the gold event had as much to do with your experience as did the underlying adventurer/upgrade part.
Adventurers "only" get the hero promotion, allowing risky exploration/fight, it feel strong in game. But starting with one is a huge advantage early on.
to be honest, by that time of the game, (early game), your unit is 7 str, or, depending on civ : 9 str.I think what may be throwing you off is the change in scale on unit strength.
For instance, that 15/13 is not much stronger than normal units that can be produced outside of the adventurer mechanic by normal civs in the early/mid stages of the game. Due to the limitation on numbers for adventurers, they should be stronger in comparison.
tbh: in doing so: the unit is to be at least level 4 ; the unit misses on a powerful alternative to champion. (flagbearer ? berserker / +20%+chance to get the combat promotion... etc other)Most (all?) units can gain a version of the hero promotion. You have to take Offensive discipline and then Champion. It gives you a chance to gain second chance every turn as hero's do.
Hi guys
everything still hanging, obviously Respect, guys! Anyone any idea how to dl all from scratch? Had to setup my pc new, didn't touch MoM in I guess years now... ugghh... I shivered... any news from Sephi???
Greez,
Tschuggi