Looks interesting, will be fun to try out once it's released.
Also, is that the Palatinate in the background?
I just tried, and it does not cause OOS.
It will require some tweaking, but for that I will wait for the time after release, when I get the feedback.
And yes, that is palatinate capital. You can see the palace building, and the unit is speaman unique art (comes from charlemagne scenario).
I don't know if I understand it correctly from screenshots and description but you pay same amount of money and you don't know what level and promos you'd get ?
Exactly. You do not know the type of the unit, what level it is and promotions it will start with. Only techs influence what kind of unit will be created. XP depends on the level of the unit: lvl 1 gets none, lvl 2 3 xp, lvl 3 6xp, lvl 4 9 xp. I will probably change it to 0,4,8,12.
Still, every mercenary unit gets an extra promotion (is promoted for lvl 1, contrary to standard units). Also, there is a big chance for unique race (like shaded, which gives the sidar immortality) and for unique units of other civs. Currently, no chance for scion uniques and angel/demon/undead races, it just did not felt right. It is easy to change if you say so.
Now hiring mages you need would be much more expansive (which is good thing, I think) and you still can hire entire army if you want and can afford. Maybe Hippus should get unique version of spell (and event) with 10-20% discount to make them little more unique ?
There are several reasons for the change. The standard mercenary spell was boring and unrealistic, while expanded version was causing OOS and balance issues.
Cons (from the powergaming perspective): Now you can't just reload the mercenary screen to get the exact unit you want (especially important for the adepts). Also, the units will now be more expensive - I have not yet set the prices, but I think it should be around (maybe a bit more) the cost of hurring tier 2 unit which was already being build for one turn (so at least 160-180 gold for the archery units, need to check the other). I think it is quite balanced, I want it to sometimes be better to just hurry the unit. Hurring later units costs more, but you can build them faster, so it is still quite ok if the price does not change.
Pros: This version is ok for multiplayer (no OOS)
. Also, you pay less for the hired unit upkeep (just 1
extra), so high level mercenaries will no longer be too expensive to continue using them. Also, all costs are calculated in the player balance, so will no longer cause negative money. Plus set cost is easier to remeber.
The free promotion makes mercenary better than standard unit, unless you have multitude of buildings that give extra promotions & xp in the city (for now, these do not count for mercs but I can change that if you think so)
Are you considering lowering xp from ranged attacks ? Now it's 1 xp for 10% damage so better ranged units can easily get 3-4 xp a turn by attacking goblin fort. As units in fort doesn't attack unless there are more then 3 in fort, it is safe way to level up your ranged units. Maybe capping ranged damage xp at 1 would work ?
I have changed ranged attacks to wildmana code. First, it seems to have cured OOS caused by barbarians using it, but I need to test a bit more. Also, the xp calculation is different. I have yet to test it, but high level units will now get much less xp from ranged attacks. It will probably have to be tweaked, but for that I need testing.
BTW, Sidar can use some unique units and buildings, especially Immortal replacement. Or maybe no Immortal unit but unique wonder/ritual that increases 'immortality' of all your units by 10-15% ? For building, maybe something like House of Souls which makes units respawn in nearest city with House of Souls instead of capital ?
Nice ideas. Require some changes to the code (currently it just takes the level of the unit, no modifiers possible), but might be good. For the ritual, should it be permanent, or just till the first death of the unit?
House of Souls would be really hard to do, possible, but not sure it is worth the effort required.
Also, I think Sidar need something not related to unit respawning - some art or science bonuses. You mentioned increasing bonuses for specialists if wane is removed. It will be, so can you post how much you think these should be changed?
A quick update on the 0.30 development:
New civs have all units (save for heroes, and still hoping to get certain sprite art for palatinate...) and buildings in, plus worldspells and mechanics. I will expand it ater, but for initial release it is ok. Unfortunatelly, I still have to write elemental spawning, and not sure how fast I can do that
Also, I still have to work on general civics & guilds balance.
Help text should be added, but not sure I will manage it, so, with some additional stuff might be moved to one of the patches (i.e. the white hand religion).
So, if all goes well I hope to prepare the initial release of Orbis 1.0 for the weekend after the next. I won't be able to work on it next weekend, so have not much time left. I can't promise anything then.
It will definetly be out before Easter, even if I decide to add all the things I planned, though.
But I guess you want it as fast as possible, right?
EDIT: Regarding units, here come the Dao disciples. Left to right:
Top: Sohei (paladin), Warrior monk (monk), Shugenja (Druid)
Bottom: Hermit (Adept), Conjurer (mage), Elementalist (archmage)