The Sheaim are rather off-topic here though; As the post says, it's for discussing those civs added by Orbis, not for FfH civs. I'd talk about them first, get them well-integrated and balanced, and then worry about the FfH ones.
Well, yes and no. I started this thread for new civs, be them mine or just added from other mods. But if anyone feels that othger civ needs the most attention, it is ok to post it here.
And yes, Sheaim really need work.
Palatinate:
- after all this talking about guilds being overpowered we get civ with -75% maintenance, extra xp,
,
,
from guilds
But I like it
I just did small changes to guilds, and much bigger to civics. Before doing any further changes, I decided to let you play a bit. I really want Palatinate to have guild synergy, but do not want to overpower them
- I love Palatinate flavor. Honestly, I expected them to be just a bunch of knights and landsknechts but they are much better. Nice mounted units (though I don't get why Lancer starts with Dwarven ?), nice late units (finally some late game UU
), and excellent not buildable units.
Great you like them. When I first mentioned them to Opera, she said that they may and as just another version of Bannor. Glad they are different. Also, I wanted to do something different instead using ideas from the same mythologies over and over. And unique spawning mechanics. I really like watermill thing for Vodnik
Dvarwen lancer is a bug. You may guess which unit entry I copied when creating the unit... Will fix that in patch b.
Poludnica is a little bit overpowered, especially if spawned early and Vodnik can also be very dangerous if used properly. Maybe their abilities should work only in cultural borders ?
So the spawning rates are ok? I had no luck getting any Poludnica in my game, so increased the odds a bit.
Poludnica is strong... Maybe I should make her weaker in certain circumastnces, i.e at attacking cities. I am not sure if noon dance is so powerfull, but true, it might be your first offensive spell. Maybe it should be only usable at farm? And work as fireball does, on just one stack?
I might make drown work only in borders, but it is still quite limited. Wetland & freshwater is not that common. But still, I can’t make AI avoid these tiles if fighting palatinate.
Fits flavorwise and might balance them a little bit. On the other hand, you're usually attacking, not defending so it might severely limit their usefulness. But if AI is using their abilities (didn't play against them yet) invading Palatinate lands might be worse then invading elven lands ;>
They made a defensive pact with the old spirits of their land, so it might fit the flavour.
BTW, Vodnik's Drown link leads to former OO unit.
Well, it can create one, so it is not entirelly wrong. But will take alook. There is a problem with spell links in general.
- They might use a little thing or two in early game. Before guilds and late game units (I count Vodnik as late game unit as Machinery is not very important tech) they seem a little bit boring. Maybe very early pagan spellcaster (at mysticism ?) or unique monument (Zbruch Idol ?) ?
Nice ideas. Also, I thought of disabling some things for them. I think they do not fit agnostics (though they have unique faith), but maybe disable arcane line, and instead add unique pagan spellcasters?
But I fear to make them too much like Dao, their hero is already like one. I might add another one, more military inclined.
Dao:- maybe I'm just lucky, but they spawn a lot of elementals. Maybe some kind of counter (like grigori one) would be better then random chance ?
I think I might just lower the chances. I wanted to add a counter similiar to great people one, but it was more trouble than it is worth. Now, I do it with a dozen of lines in python
- mentioned before, but they need good leader to use Sohei. Also, they might use an evil leader (I know I already said it ;>). The whole Yin-Yang, Open Hand-Closed Fist and so on... I'm not an expert on Chinese tradition, but it seems dualism is important there
I do not think I should make them evil or good. Yin & Yang are not really this kind of dualism. I think the simplest way will be allowing Sohei for neutral leaders – plus it still fits the flavour.
- Elemental Unity is extremely useful. I don't know if it works like it was supposed to work, but healing completely is very powerful. It ends your move, right but often after fight you either don't have any points left or don't want to move anyway. Maybe nerf it a little bit or add chance that elemental returns to it's native plane ?
I think lowering heal effect to say, double heal spell amount would be best. I do not think anyone would like their high level units going back to native plane just because they wanted to heal them...
- they can use same mid to late game building. Right now, you run out of UBs at Writing
Maybe Monastery replacement, with less
bonus but giving free Combat I or some unique Martial Art promo ? Pavillon so Creative leader gets some chance for Cultural victory despite being Agnostic ? Some kind of Confucian-like academy ? Don't really know
All good ideas
Not sure I will include all of them, but a new unique monastery will come soon.
- I like arcane/druid line
It seems that they are supposed to use spellcasters and elementals instead of normal units, but it works well, though I still have to play them in late game. Fortunately, 1.00 seems very stable (though not very fast ;>) so I will have chance soon
They get many bonuses for the price of not being able to use arcane or disciple units. But still not sure if they do not get too much...
1.00 should be a bit faster, as many things were moved from python to dll. But not considerably faster. Plus, stable is good for me
I haven't had a chance to play Dao or Palatinate, but I've played several games as Mechanos and they are quite fun to play. i was worried that with lacking the religion or magic system of other civs that they might lack depth but thats not the case at all. its just different.
they do seem to be rather op in the late game once refined mana start stacking up. maybe that can be toned down a bit. i feel like as soon as i build Goliath and some tanks i might as well call it a night, cuz the game is over.
I am glad you like them. Refined mana mechanics is both overpowered and hard to fix. I will keep the mana, but it will enhance units different way. Just need to think how...
I did have an idea for another race that i think could be interesting, the Aelirans are an offshoot of the Mechanos. they don't share the Mechano's hatred of gods and magic, instead they seek to combine religion, magic and technology
I my book, that is the flavour of Luirchup. We can expand them this way – golems are just one toy, they can use more. But not sure about mobile cities... In fact, while I like the idea, the code difficulty, and AI problems may make it not worth the effort.