onedreamer
Dragon
but they aren't weak and they aren't cheap, that's all.
but they aren't weak and they aren't cheap, that's all.
The goblins cost 15 compared to normal scouts which costs 25. But just with scouts? You REALLY need hordes of them to overrun the opponents and from that the unit upkeep prevents you. So if you really wanted the Orcs to have hordes of cheap, weak units you should give them more free units. Also the costs of upgrading goblins to wolf riders should be lower. I thought, hmm, how about creating an early army of little goblins and then upgrade them to riders and overrun my opponent, but with an upgrade cost of 95 this is impossible even if you pillage a lot.
While from a lore perspective preventing Bannor from training Archmages may make perfect sense, the Bannor's main function in the game is as a 'basic' civilisation for new players to get to grips with FFH's unique gameplay. Magic of course is a very big part of that, and something tricky enough for a new player to get a handle on as it is. Removing Archmages from the Bannor would seriously derail that learning curve.
Probably changing For the Horde worldspell would be more appropriate.This spell is actually too expensive at the beginning of the game when it could be useful and useless on mid game when getting some unexperienced units doesn't change things at all.
I love the concept and I want to like Bannor and play them often. BUT their benefits just aren't that interesting or useful compared to the others.
I disagree with Kael's point that you should judge the effectiveness of civs by seeing who does well when the AI autoplays. Mostly because the AI doesn't understand a lot of the advanced features. So if a civ's strength is a cool spell or summon and the AI doesn't know how to use it, then that civ is comparatively handicapped to the lame civ that plays like a Vanilla non-FfH civ.
Some thoughts on Bannor (and it may be worthwhile to start a thread devoted to brainstorming boosting them). Since their style is crusaders against evil, how about giving them combat bonuses against evil civs/units? Or perhaps (and this may sound counter-intuitive) giving Bannor units the Stigmata promotion. The more the world slips into darkness the harder the Bannor fight it.
Maybe some builder-type bonuses too. To emphasize their desire for order have some functions that reduce unhappiness, reduce revolts, or other similar mechanics. Maybe tie it into the Order religion or maybe just make it Bannor specific.
I like this. Stigmata is commonly associated with saints instead of evil and giving the Bannor ( or the Order, I prefer that the Bannor get it) a building that gives Stigmata later on (Fanaticism? although it's a loaded tech for the Bannor already) would be very interesting. The Bannor definitely wouldn't give up, even if the world went to hell.
[to_xp]Gekko;7345112 said:I dislike giving them stigmata, it makes no sense that the guys fighting against armageddon are actually causing it
but nice ideas about some buildings and abilities to increase social order in their cities ( happiness , revolts etc. ) maybe the bannor could be immune to revolts and cultural flipping?
Can you make it so that when they take a city there is no unrest? That would be a different mechanic.
Stigmata doesn't increase the AC. It gives a combat bonus equal to half the AC to the unit.
That'd be a great idea. Rhye's mod does this for... Babylon I think. It'd be a nice mix/synergy between Bannor's desire for conquest and their desire for order. I don't think that by itself it'd suddenly make them a fun civ to play, but it would absolutely be a step in the right direction.
And yea, stigmata should just give the combat bonus. Maybe it used to increase the counter, but I don't remember. I think a combat bonus like that would be very incharacter and would enhance Bannor greatly. Plus with the no revolt after conquest thing, we might be on to something.
[to_xp]Gekko;7346620 said:ah, I got confused with mark of the prophecy, thanx for pointing that out.
stigmata does look good then. and the idea about no revolting on city capture is great as well, that's actually what I was referring to by saying "no revolts"![]()
How often do people use the Crusade civic? It's something I tend to avoid when playing Bannor. You? If the civic were made more powerful, it might give the bannor something extra. Happiness while at war instead of war weariness? Extra XP for new units? I'd like the free units to start with some xp because if they're not mobile, they trail behind the regular army.
re: stigmata -- why not give it to their first warrior only? It would not be very powerful at the start of the game, and would represent the Bannor march through hell.