A few observations

Sneetis

Chieftain
Joined
Jun 21, 2021
Messages
26
Hi folks, having a blast so far with playing your mod! I love the vastness of it all, even though I have not reached the renaissance in any of my games yet :(

I feel I have discovered two bugs:

1. The Bactrian Cataphract unit requires ONLY animal riding and not also Stirrup or another later technology, this potentially gives a 13 strength (!) unit in the prehistoric era! There is no was this is intended. Unfortunately I suffered from my neighbour being middle eastern with access to camels.

2. In a similar vein, the Coyote runner is a 7 Strength unit with 2 movement that requires only obsidian weapons at a time when most units have maybe 3 or 4 or 5 strength? It seems to be that in their case another technology requirement would seem appropriate.

3. This is not a bug, but a "balance concern": The boatyard. This building gives +1 free specialist for each worked sea food tile in the city. Now I like playing in really resource-heavy maps, so my perspective is probably biased, but most of my cities are on coasts anyway and have at least around 3-4 sea resources. With the boatyard however, I can build my cities on single tile Islands for example and can easily get 8 - 10 free specialists there. Coupled with the (really cool) new traits that buff specialists by a lot, this really feels like a no brainer strategy. Rushing the prerequesites and then the boatyard seems crazy good for any new cities, especially with my beefed up engineers from Organized, Philosophical, etc.
I feel like the free specialist should be toned down, perhaps giving 1 for every two fishing boats (idk if this is possible?) or perhaps only for certain sea resources (fish, lobster, whales, maybe the "big & edible" ones?) or just downright provide ONE free specialist if you have some fishing boats in the cities tiles. Maybe this was the way it was originally intended to be?
If people miss the effect I suppose it could be moved to a wonder? Anyway; getting around 5 free specialists basically for free in my coastal city feels crazy strong, I'd like to hear your thoughts on that.

4. Lastly; heroes feel extremely strong. Not only do they start with several strength points above the average era unit strength but they also get the very powerful special hero promotions. Due to the nature of the combat system they feel overpowered to me. I do like that heroes exist, however has there been the thought to reduce their power level at some point? If that is not desired, can you recommend options, that would help me reduce the impact heroes have on my gameplay?

I am playing on a fairly recent build, if all of this has been adressed already, I apologize. Also, I'm sorry for the wall of text, this turned out to be more than I had originally intended.
 
Thank you for your fast reply! Up until the medieval era, the bactrian cataphract and coyote runners seem to be the worst offenders, some other units are definitely more powerful than their contemporary peers, but no other cases seem too egregious to me.

Is there a time table for when this unit review is taking place? I suppose for now I can adjust the files directly and reduce their base strength by a bit.

Regarding the heroes, I feel that just reducing their base strength to average of their tech level should be enough? Their promos make them special still, and help them outperform regular units. I also feel that the AI (compared to the player) doesn't quite understand how powerful heroes (with proper promotions) are and how to properly utilise them, so reducing their power level feels like buffing the AI a bit, too? (Caveat: perhaps better players than me forgo heroes altogether cause they can't outtech and "out-culture-wonder" the AI anyway?)
 
As raxo2222 explained, a unit review is underway and stats on nearly all units will be tuned for better balance. That said, heroes being unique units, are justified in being a bit extra powerful. On Size Matters, they play a very interesting role in balance and counterbalances and usually fit right in with the idea that there are many ways to create a super powerful unit and many ways to counter any given super power as well. They are much more imbalancing on the non-SM game I find, perhaps to a very frustrating amount, but nearly all extremely powerful units can still be overwhelmed by masses eventually.

#3 - it's indeed a powerful building which will be considered further I'm sure.
 
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