legowarrior
Chieftain
- Joined
- Jul 9, 2010
- Messages
- 53
First thing first, I am a long time lurker, first time poster. I am a newb to Rise of Erebus, heck, I might be considered a newb when it comes to the entire Fall from Heaven line. That being said, I do have some observations with one game I am playing with the Mazatl. It's at Prince level, and I'm winning pretty easily, and if the game will stop crashing, I'll have my final wonder up and running and the game won.
So to my thoughts, and hopefully I don't repeat what others have said (I've looked around, but I don't claim Omniscience (unlike the Mazatl do at this moment in my game).
I love the terrain altering effect. It means that I have very little micromanaging to do as the Mazatl, and that I don't have to worry that much about where I place my cities. It will be all jungle before it's over. But the irrigation effect has been bothering me. I can't get rid of it, no matter what I set my workers or mages to do. This has cost me several resources, and mana that I created with a ritual. Is that meant to be the case?
If anyone knows anything about this effect, I'd love to know how to get around it.
I love the priest line of the Mazatl, the Wyvern Guardians are up standing troops for when you get them, and the priests have some cool spells that I usually don't bother getting for myself, like dispel magic (which makes you think that the tower victory would be nice option), but the lack of upgrades for any of these lines means that you peter out by late game. I convert my Guardians and the like to paladins, but other than that, I would be awesome to have some options for high priests to take along with me later in the game.
Last complaint about what is turning out to be one of my favorite nations in RifE is the magic selection. To me, Water would fit better with the Mazatl then either Sun or Creation. Jungles and Marshes are wet places to live! And Spring is a natural spell for them.
Jungles and Lost World make the Mazatl fun to play, but they just don't have many toys in the late game. It would be cool if Mazatl could get some high priests to go along with the Priest of Kalshekk or Omorr, which might be able to lend more support to battles, since you are lacking cannons. I could imagine a High Priest of Kalshekk summoning earth elements or casting valor which Omorr might summon Djinns or maybe summon a wall of force (giving greater recognition to how the Mazatl control their land).
Some other unit idea would be to replace the Chariots that make no sense in the jungle with a flying unit. I'm thinking Wyvern rider or pterodactyl rider that could bombard units helping make up for the lack of cannons.
Turtles would make an awesome replacement for Privateers for the Mazatl. I could see them taming a few to harass enemies and claiming that it was just wild animals from the deep.
And the Coutl, which are not part of the mythology at all would make awesome mini heroes, since the Mazatl lack them without religion.
Anyway, I realize that these are a lot of changes for a side that I'm fond of, but you like a like a nation, you want it to do everything and then some, and still claim that it's all balanced.
Thanks for your time.
So to my thoughts, and hopefully I don't repeat what others have said (I've looked around, but I don't claim Omniscience (unlike the Mazatl do at this moment in my game).
I love the terrain altering effect. It means that I have very little micromanaging to do as the Mazatl, and that I don't have to worry that much about where I place my cities. It will be all jungle before it's over. But the irrigation effect has been bothering me. I can't get rid of it, no matter what I set my workers or mages to do. This has cost me several resources, and mana that I created with a ritual. Is that meant to be the case?
If anyone knows anything about this effect, I'd love to know how to get around it.
I love the priest line of the Mazatl, the Wyvern Guardians are up standing troops for when you get them, and the priests have some cool spells that I usually don't bother getting for myself, like dispel magic (which makes you think that the tower victory would be nice option), but the lack of upgrades for any of these lines means that you peter out by late game. I convert my Guardians and the like to paladins, but other than that, I would be awesome to have some options for high priests to take along with me later in the game.
Last complaint about what is turning out to be one of my favorite nations in RifE is the magic selection. To me, Water would fit better with the Mazatl then either Sun or Creation. Jungles and Marshes are wet places to live! And Spring is a natural spell for them.
Jungles and Lost World make the Mazatl fun to play, but they just don't have many toys in the late game. It would be cool if Mazatl could get some high priests to go along with the Priest of Kalshekk or Omorr, which might be able to lend more support to battles, since you are lacking cannons. I could imagine a High Priest of Kalshekk summoning earth elements or casting valor which Omorr might summon Djinns or maybe summon a wall of force (giving greater recognition to how the Mazatl control their land).
Some other unit idea would be to replace the Chariots that make no sense in the jungle with a flying unit. I'm thinking Wyvern rider or pterodactyl rider that could bombard units helping make up for the lack of cannons.
Turtles would make an awesome replacement for Privateers for the Mazatl. I could see them taming a few to harass enemies and claiming that it was just wild animals from the deep.
And the Coutl, which are not part of the mythology at all would make awesome mini heroes, since the Mazatl lack them without religion.
Anyway, I realize that these are a lot of changes for a side that I'm fond of, but you like a like a nation, you want it to do everything and then some, and still claim that it's all balanced.
Thanks for your time.