1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Amurite Balance

Discussion in 'Wildmana Modmod' started by Calavente, Nov 11, 2009.

  1. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,864
    Location:
    France
    Hi!

    I've got a question about balance for the amurites ... wildmana 6.1
    warrior is 3str + copper weapon
    swordmage is 3str + 0-2First strike normal axeman is 4str +copper +iron
    battlemage is 5str + 0-3FS + enchantI + bodyI + immune to FS
    normal champion is 6str + copper+iron+mithril

    so going warrior/copper => swordmage you lose 1str
    swordmage vs axeman : lose 1str and weapon promo just to gain 0-3 and not research bronze working that you will need for battlemage !!!!
    a swordmage is no more powerful than an adept as he does not have the free promotion, + free xp from caves and cannot learn magic.

    a battlemage has : enchant and BodyI and loses : 1str + any metal weapons ! total : from 1str to 5str, lose the 25% vs melee.

    it seems to me that the weapon promotion have be omitted for the swordman and battlemage...
    or if not, maybe they should initially be stronger than normal units or at least as strong instead of nerfed !

    furthermore for battlemage, as enchant and body and chanelling1 can be given by govannon, it seems the battlemage has been nerfed (-1str) vs the former amurite champion... and even more as he lost the weapon promotions.
    maybe to compensate for the 1str loss he should have chanelling 2, allowing him to learn and launche lvl2spells !! it would balance the 1str and not be overpowerful as xp is much slower for melee unit than for an amurite arcan unit, and no spellbook for melee units.

    my 0.2
     
  2. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
    Messages:
    2,941
    Battlemages of lvl 6 gain channeling 2

    swordmage and battlemage gain +1 :strength: from body/enchantment/law/shadow mana, so maximum strength of swordmage is 7 and battlemage is 9. Next Version display in Civilopedia will be correct again,
     
  3. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,864
    Location:
    France
    ok..

    I understand !!

    I shouldn't have researched bronze working then :D

    the affinity is a ddl or pyton thing? that why it doesn't show on the civilopedia ?

    thanks sephi
     
  4. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
    Messages:
    2,941
    I broke the civilopedia display when I merged in another mod that improves the civilopedia. But it's only a display thing, when you build a swordmage he should have atleast strength 4 (3 base +1 from body mana from palace)
     
  5. DioAurion

    DioAurion Warlord

    Joined:
    Feb 1, 2007
    Messages:
    211
    Location:
    So-Cal
    I just finished up my game with the Amurites. Trust me, once you get their full mana affinities rolling, not to mention that the battlemages come with guardsman promotions, they will feel anything but underpowered.
     
  6. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,864
    Location:
    France
    another small question :
    is the +1 and affintiy with mana ? or just, as I recall reading somewhere, a +1str for having those mana, whatever the number of mana nodes you have ?

    I should have read the amurite+ thread before asking this question !!!
    I guess the amurites should search to found both order and Esus to get the free mana.
    The plane shifter seems to have aptitudes for some manas , which are those ? (in order to plan the religions I should research !!!

    Then understanding this, I suppose I'm gonna go in WB, and :
    -remove my bronze-working tech, mining being cool for the gem and copper production,
    -remove the bronze weapons on the warriors, kill 1 warrior or two to represent the loss I should have had without bronze for 20 turns,
    -give myself KOTE, as I already have ancient chants, or enough beaker giving disciples to equal the value of BW vs the beaker value of KOTE.
    The only issue is that as I already have discovered bronze working, barbs spawn axemen... will they continue to spawn when I remove BW from my known techs ?

    as a side note : the export food/import food is great !!
    but is exporting 2F from capital in order to import 4F in secondary city normal ? I suppose it balances itself when you have multiples cities, or maybe depending on city size?
    well. whatever happen, that's a good thing to do with the excess fooD :D
     
  7. Doug Piranha

    Doug Piranha Warlord

    Joined:
    Dec 19, 2008
    Messages:
    263
    Location:
    USA
    It seems to me that the swordmage change makes it a little too easy for the Amurites. Instead of having to decide between arcane and mundane strength, they can just blast to KotE and wizard halls.
     
  8. readercolin

    readercolin King

    Joined:
    May 7, 2009
    Messages:
    604
    On the other hand, the amurites were rather gimped before the change. This was due to them being spread out in their research with arcane, metal (because lets be honest, you have to have it), archery, and divine. This change means they no longer need the metal line (for the most part), and reduces the reliance on the divine line, which halves the number of paths they have to research down. Compare this to say, the khazid, who really only have to research the metal line to own people, or the calibam, who only have to get to feudalism, and we see the impact of this change.

    -Colin
     

Share This Page