Any ideas to balance Pyre Zombies?

If it scales it's not noticeable :)

Also, my concern with the AI is not when they are controling the Sheaim but rather when I am. They have fun mechanics but in the end Pyre Zombie Spam trumps all and the poor AI civs have no chance to stop you when you're spitting out one per from several cities turn allowing you to create a stack of longbow slaughtering, champion stomping, hero bashing mayhem in what, 6 turns, maybe 7 or 8 if you want to be extra careful. .
This is unfortunately a symptom of bad AI more than anything else. If the AI knew how to use the magic system properly for example, they could get Life II and your strategy would fail very quickly. Alternatively, if the AI knew how to use stack busting spells in general or could be taught not to park an entire stack near a stack of pyre zombies, what you describe would not happen.

Yes, because 3-move units are so available in the first 120 turns, when Os-bella or Tebryn's first stack is going to come at you. Or god forbid have a border city and they move a huge stack next to it on the first turn of the war.
I think the above post summarizes the problem with this discussion. In chess, if a player looses because of a fool's mate, they don't post "queens need to be rebalanced" on all the chess boards of the world and petition the world chess federation that the queen piece should be nerfed. Instead they look at the mistakes they made and try to learn from them. They may consult a better player or read a manual or some such and become better players that will not be the victims of a fool's mate again. However, for whatever reason this attitude does not transfer to strategy games like civ or video games in general. Instead, the common train of thought goes something like this:
Spoiler :
"Hmm, I was just defeated by an opponent. There was no flaw in my execution of my accepted strategy, they simply defeated me because of some cheap feature inherent in my opponents strategy. My strategy has worked for me in games past, therefore the fault cannot lie with me. There must be an imbalance in the game, yes it is the games fault that I lost, not my own. I must go petition the devs/community and gain support so that the game may be adjusted so that I may win more easily with my strategy."

as opposed to a more enlightened approach:
Spoiler :
"Hmm, I was just defeated by an opponent. There may exist a flaw in my strategy. I should consult a manual/strategy forum to see if there exist appropriate counters and attempt to adapt my strategy accordingly so as to prevent future losses within the rule set of a game I have come to enjoy."

The reason I mention this in conjunction with Reverend Oats's post is because if he had consulted the strategy forums, he could have found a thread detailing a number of different approaches to easily acquiring the equivalent of 3:move: for use against pyre zombies. Exploration+Horseback riding is readily available in the first 120 turns (available before bronze in fact). That alone would give any units you chose to build a minimum of 2 moves + another 2 moves due to roads. Alternativeley, you can just use horseback riding. Or, if you start with body mana you can use knowledge of ether+exploration. Or...well I could list any number of permutations involving roads, mobility, horseman, hunters, haste, and probably a few other thing all available within the first 120 turns (before bornze in most cases and definitely before the sheaim would have enough time to build a large stack of pz's. Instead, of trying to improve his own technique, he decided to make a mildly sarcastic post in the thread...

You've missed a few points in the comparison, though.

Horsemen are strength 4. Pyre zombies are strength 4 + weapons + defensive bonuses.

In most circumstances, the zombie will win.
Now, you mention using withdrawal chances to soften them up. This is going to take moderately experienced horsemen, with enough flanking promotions to withdraw most of the time. Otherwise, you're just feeding experience to the enemy. You don't get that experience without winning battles, which horsemen are very poor at doing.
Horseman can easily win against a barb for a modest amount of xp to get high withdrawal. Even with little to no xp, mounted units can easily achieve 30-50% withdrawal.Furthermore, and more importantly, if you reread my description of the situation, you will see that when I described the situation as "parity" it was defined as you having more units available and more reinforcements available while defending for reasons given therein. If this is not the case, my post clarified on that as well. Working off the assumption that you have a moderate advantage in numbers and that you have 3 movement units, you can attack one by one, weakening all in the stack. Now some horseman will die, but a significant portion will live to fight another day because of their extra movement+withdrawal. Since you will have some minor advantage in quantity, your remaining horseman(or other mobile units) can move in and kill some of the weakened pz's. Given there low movement of 1 and your high movement in your own territory, you can repeat this at least once to dramatically reduce their quantity by the time they reach your city walls. So you see, I did address your point, though I elaborated on it here.


Stack damaging spells, all of them, require at least sorcery. Which is a pretty advanced tech, and certainly well beyond bronze working.
Incorrect, many are available at priesthood which may(or may not) be achievable before they rush you depending on how you've been teching/bulbing and the civ you are playing. More importantly, if you are attacked before priests are available, in a balanced situation(see my previous post) the pyre zombie stack will not be incredibly large. When the Ai does become capable of fielding truly massive stacks (in a balanced situation), you should be able to field some sort of stack busting units. Hell, catapults can do in a pinch.
Now, consider farther, that pyre zombies have no building requirements. This means as soon as the sheiam get Bronze Working (and EVERY AI will always rush it) they can upgrade all of their little warriors to zombies, and start producing a zombie in every city. To compare, you need to have a training yard in every city first, putting you at a disadvantage.
This advantage is negligible given that it takes time for them to move from their territory to yours, giving you additional times to build units. Furthermore, due to the proximity of your own cities in your territory, you will be able to reinforce your armies much more readily during the conflict. If anything, the defender should have the advantage of production.
Mobility/horsemen are also completely nullified by forests. Of which there is a vast amount in almost every part of the game. Forest is all over the place. And the AI knows how to use it.
This is a map specific situation. Most maps are not +75% forest, however certain maps are. Mountains and oceans can nullify pz's too. Again, map specific. Map specific features have no place in a discussion that spans the epic game which covers all map types, from archipelago to erebus.

A force of axemen is hard to defeat in general. If you're focusing on building catapults and horsemen to harass the zombies, you're not building archers and melee units to stand against them directly. And the AI is just building a pye zombie in every city because they can.
If you go into WB, you will see that the AI does not build a pz in every city because they can. Furthermore, standing against pz's directly is a bad strategy (just like standing against 20+ catapults, no?) You must adapt to the given situation. Catapults+Horseman may be the optimal build. Alternatively, you can build mobility promoted axeman which when combined with roads can serve just as well as horseman. Better possibly, given there better strength, though a combined arms approach is almost always best.


All they have to do, is march in a big straight line towards your city. And then suicide against it repeatedly. 5-6 of them and all of your defenders are pretty much dead. I've easily seen the AI come up with stacks of 20+ at the bronze working stage.
5-6 of them and all your defenders are pretty much dead? how many defenders did you have? Are we playing the same game? Pz explosive damage does not kill nearly that often. If your seeing a stack of 20+ and you do not have a comparable or slightly larger stack (being on the defensive), the situation may be influenced by:
a) They have a larger empire then you. They should have a high degree of success when attacking you.
b) You are playing on a high difficulty. They should have a high degree of success when attacking you.
c) They are out-teching you(they got to bw much earlier then you did for a comparable tech). They should have a high degree of success when attacking you.

If any of the above are true, then it is not a proper discussion of the balance of pyre zombies, as there are external influences and all things are not held equal which implies a poor analysis. Pyre zombies at deity should own. Pyre Zombies form an empire twice your size should own. Etc.

They have all the advantages of axemen, in addition to the no building req, and the self destruct, a damage spell which can KILL. As far as I'm aware, only one other unit exists with the capability to kill through magic. And that's Auric Ascended. Many things which are much harder to get, like Maelstrom, crown of brilliance, ring of flames, pillar of flame, tsunami, etc, all have a cap on their max damage. How in the world can that kind of limitation exist on such powerful spells, while an axeman level unit gets it for free.

They are horribly overpowered. Just because it's possible to defeat something, doesn't make it balanced.
I think that the primary problem in the perception of Pz's as overpowered comes from a poor AI. The AI can use Pz's well. Pz's have a potent magic-like mechanic. The player gets a does of the stack busting spells that they are very, very fond of themselves. Compared to the other Ai's which use no such mechanic, they seem overpowered. Let us imagine a game where the AI is competent across the board. On higher difficulty levels, the AI has a considerable tech advantage. Let us consider a hypothetical situation in which a civ, such as the malakim, is led by a competent AI on just such a high difficulty. If the AI was intelligent, it could beeline a powerful tech in combination with a religion, cast its worldspell and rush a player with ritualists or cultists or some such religious stackbuster. The player would be unable to fend off the stackbusters and loose. It would seem overpowered. However, the combination of an AI that knows what its doing, difficulty bonuses, and civ specific advantages would be quite potent indeed. Then we would have civs other than the sheaim that seem overpowered. My point in the above analogy is very, very simple. At the moment, Pz's are one of the few advantages the AI can use properly. If other civs could leverage their advantages properly when combined with difficulty settings, they might be able to rival or surpass the Sheaim. This being the case, it would be unwise to make any balance decisions until further AI work allows most civs to make proper use of their unique mechanics, particularly the magic/religious oriented civs, as at the moment few can, and those few seem comparatively powerful.

:twitch:Gah, wall of text.:twitch:
 
Pyre zombies are weak. Just get one unit with magic resistance and fire resistance and melee buster promotions. Problem solved.

Or play with life magic, 'nuff said.
 
and what about in multiplayer?

Unbalanced. They should only damage 1 to 6 units at most, like catapults, or fireballs.

This is unfortunately a symptom of bad AI more than anything else. If the AI knew how to use the magic system properly for example, they could get Life II and your strategy would fail very quickly. Alternatively, if the AI knew how to use stack busting spells in general or could be taught not to park an entire stack near a stack of pyre zombies, what you describe would not happen.

Life II? Without sorcery? How?
 
Pyre zombies are weak. Just get one unit with magic resistance and fire resistance and melee buster promotions. Problem solved.

Or play with life magic, 'nuff said.


Not. One unit.... against a stack of 6 pyre zombies?

And everything everyone says requires massive unbalance on the part of the anti-pyre zombie.

Now what if they got 3 or 4 star pyre zombies, with melee busters?

You cant just promote your way out of an imbalance, because they still get to promote too.
 
While I agree with the assessment that there's no need to nerf pyre zombies, I was thinking that water I, spring, should do something to pyre zombies. Perhaps remove their explode ability, or remove their fire affinity, although that only brings them closer to death, and explosion.
 
Removing 1:strength: is too strong, but giving them a "doused" promotion for a few turns that stops them from exploding sounds good. Would be even better if it showed in the graphics :p
 
And everything everyone says requires massive unbalance on the part of the anti-pyre zombie.

Re-read my post more carefully. Everything I say can be achieved before a massive force of Pz's is built (Horseback riding, knowledge of ether, exploration, etc....). How is assuming equal civ size and slightly more defenders a massive imbalance? If you are trying to isolate one thing and analyze it, it is standard procedure to set all other things equal...
and what about in multiplayer?

Unbalanced. They should only damage 1 to 6 units at most, like catapults, or fireballs.



Life II? Without sorcery? How?

For clarification: My response was to a statement that Pyre zombies became more powerful as the game progressed. As the game progresses, the AI will get sorcery eventually. If the AI knew what it was doing it could get Life II or some similar stack buster, use it effectively, and neutralize PZ's, eliminating thema s a lategame factor.

In Multiplayer there are many, many things worse then Pz's. Just a few: Hippus Warrior rush+world spell, Doviello warrior rush+world spell, Sidar early stealth attack(via worldspell) that can cripple your economy by pillaging unchecked before hawks, attack lightly defended cities, and steal workers in one fell swoop, stasis + for the horde (team game), Balseraph puppets.
 
Re-read my post more carefully. Everything I say can be achieved before a massive force of Pz's is built (Horseback riding, knowledge of ether, exploration, etc....). How is assuming equal civ size and slightly more defenders a massive imbalance? If you are trying to isolate one thing and analyze it, it is standard procedure to set all other things equal...

Again, knowledge of the ether will get you haste, big deal. Not only have you used one of your rare mana nodes to get an adept or two with haste....

...sheaim can do the same!

Horseman can easily win against a barb for a modest amount of xp to get high withdrawal. Even with little to no xp, mounted units can easily achieve 30-50% withdrawal.

Guess what?

Pyre Zombies can also easily win against a barb for a modest amount of xp!! So while you are trying to give your horsies withdrawals.. they are powering up with combat promotions.



In Multiplayer there are many, many things worse then Pz's. Just a few: Hippus Warrior rush+world spell, Doviello warrior rush+world spell, Sidar early stealth attack(via worldspell) that can cripple your economy by pillaging unchecked before hawks, attack lightly defended cities, and steal workers in one fell swoop, stasis + for the horde (team game), Balseraph puppets.

Now you are comparing world spells uses, to justify your position. I will have to keep reminding you, that Sheaim also get a world spell.

And invisible pillaging is lame, and should be changed as well, if possible.

The entire "nu-uh" argument, is how you can counter pyre zombies by doing this or that specific thing, but the Sheaim don't need to do any of it. So if they use their PZ, + doing the exact same this and that that is supposed to be the great counter (which, BTW, the horses thing is not that great), then you continue to have an imbalance.

Failed horsemen attacks just mean that the pyre zombie powers up, and is defended by the stack until healed. Which just give the player more time to send more PZ's to strengthen the stack. The horseman strategy basically requires 2 horsemen for every PZ.

Unbalanced.
 
Again, knowledge of the ether will get you haste, big deal. Not only have you used one of your rare mana nodes to get an adept or two with haste....

...sheaim can do the same!
Yes, Sheaim will haste their non living zombies:crazyeye:.


Now you are comparing world spells uses, to justify your position. I will have to keep reminding you, that Sheaim also get a world spell.
The Sheaim get a worldspell that is useful mid-late game, I was citing that Pz's aren't amazing against competent opponents especially when other combination are available that yield better results.
And invisible pillaging is lame, and should be changed as well, if possible.
Nonetheless it exists and is viable.

The entire "nu-uh" argument, is how you can counter pyre zombies by doing this or that specific thing, but the Sheaim don't need to do any of it. So if they use their PZ, + doing the exact same this and that that is supposed to be the great counter (which, BTW, the horses thing is not that great), then you continue to have an imbalance.
"The Sheaim don't need to do any of it?" Quite Right, the Sheaim don't have to counter their own pyre zombies, hmm who could have guessed:lol:? The do have to counter advantages held by other civs. "The entire "nu-uh" argument" as you call it is called finding a counter. Every civ has to do it to every other civ or they loose. That's called strategy. The Sheaim have to counter Sidar hidden pillagers, they get hunting. The sheaim have to counter an OO water walking army, they build boats, or later on tier 2 casters. Specific Counters to specific threats, otherwise you loose, that is present in every game in the civ franchise. The Sheaim have just as much to counter against competent opponents as anyone else.
 
So, name another level II unit that can walk right up to cities, and blow away stacks of archers, fortified on hills, with hill promotions, behind defenses of 75%.

Name another level II unit, that for an enemy to even hope to beat, must be attacked (and therefore will usually get a 25% terrain bonus or more), or it will level your nearest cities.

Name another level II unit.

Hell, name another level III unit with that kind of power.

Oh, and your so called "other" terrible starting worldspell strategies are the ones that get you labeled an ass, and nobody plays with you anymore, because basically they are on the pretense that you are only going to play until you beat one person, then leave, and have no intention of actually sticking around for a while. It might be cool for ffh 1v1 ladder play, if such a thing exists, but I don't think that is why most people play ffh multiplayer, so they can use their worldspell cheaply. So your cheap tactic counter is pretty much pointless.

The Sheaim get a worldspell that is useful mid-late game, I was citing that Pz's aren't amazing against competent opponents especially when other combination are available that yield better results.

Most worldspells are better when cast later.
 
So, name another level II unit that can walk right up to cities, and blow away stacks of archers, fortified on hills, behind defenses of 75%.

Name another level II unit, that for an enemy to even hope to beat, must be attacked (and therefore will usually get a 25% terrain bonus or more), or it will level your nearest cities.

Name another level II unit.

Hell, name another level III unit with that kind of power.

Most worldspells are better when cast later.

If you have enough pyre zombies to walk right up to cities, blow away stacks of archers, fortified on hills, behind defenses of 75%, you can achieve victory with a stack of catapults+axemen of the same size.

A level II unit that needs to be attacked or it will ruin the game for you? Any pillaging unit needs to be attacked or you loose because of a bad economy. Any unit of any level. Some units, like horseman or hidden units are very difficult to stop and can ruin the game even when you do try to stop them. Hell, a city with mostly pillaged tiles is worse than no city because of shoddy research/commerce/production + maintenance costs and the mandatory defenders.

As for level III units: Priests, assasins+cats, mages, etc... just about anything, really.

Most worldspells are better when cast later? It's the ones that are amazing early on that can win games or make winning significantly easier.
 
So now we are bringing catapults in, which require, what, construction, and a siege workshop, and axemen, which require a training yard, to try and do what pyre zombies do without either.

6 catapults + 6 axemen will still not get you nearly as far as 12 pyre zombies vs 12 archers. Catapults only damage 1 - 4 units with collateral damage, pyre damage all.

Most worldspells are better when cast later? It's the ones that are amazing early on that can win games or make winning significantly easier.

I think you missed the point on that one. Who cares about winning early, if its doen cheaply, it'll be one of the last games you play.

As for level III units: Priests, assasins+cats, mages, etc... just about anything, really.

pfft. I like the assassins + cats move again. I wonder what could make pyre zombies even more awesome when paired up with another unit... hmmm....
 
This is unfortunately a symptom of bad AI more than anything else. If the AI knew how to use the magic system properly for example, they could get Life II and your strategy would fail very quickly. Alternatively, if the AI knew how to use stack busting spells in general or could be taught not to park an entire stack near a stack of pyre zombies, what you describe would not happen.
Oh, the easy counter to destroy undead is your choice of commando or (more likely) mobility. Remember, the mage hiding and being 'less likely to defend the stack' has absolutely no effect in this case. And lets not even discuss how many Pyre Zombies I can have by the time you get one Mage with Life II, but then you don't need just one mage do you? You need what 3 to ensure you kill them all, because if you only injure them it probably won't save you in the end.

But then none of that matters, you're coming up with impossibly complicated options to try to enforce on AI that will not be capable of doing it. But for every complicated defense there is an equally or less complicated change to the 'rush straight in' tactic with PZs that will defeat it or at least take advantage of it.
 
Oh, the easy counter to destroy undead is your choice of commando or (more likely) mobility. Remember, the mage hiding and being 'less likely to defend the stack' has absolutely no effect in this case. And lets not even discuss how many Pyre Zombies I can have by the time you get one Mage with Life II, but then you don't need just one mage do you? You need what 3 to ensure you kill them all, because if you only injure them it probably won't save you in the end.

But then none of that matters, you're coming up with impossibly complicated options to try to enforce on AI that will not be capable of doing it. But for every complicated defense there is an equally or less complicated change to the 'rush straight in' tactic with PZs that will defeat it or at least take advantage of it.

Another bum thing is, for 1v1, yeah, all this stuff is fine and dandy, but who can afford to build their entire game around beating pyre zombies, when there are other hostile neighbors to be accounted for.

I think the fact that you have to totally make your army an anti pyre zombie force and not much else, (including ever hoping to go on the offense), proves they are indeed unbalanced.

And you ain't gonna get to life II. By the time you get sorcery, all your cities will be smoldering ruins.
 
So now we are bringing catapults in, which require, what, construction, and a siege workshop, and axemen, which require a training yard, to try and do what pyre zombies do without either.

6 catapults + 6 axemen will still not get you nearly as far as 12 pyre zombies vs 12 archers. Catapults only damage 1 - 4 units with collateral damage, pyre damage all.
So we aren't researching anything after we start producing axes, like say construction? But fine, lets assume that is the case.
Just tried 12 pyre zombies(with bronze weps) vs. 12 archers fully fortified archers in a city with 20% innate deffense. 3 Pz's surivived. At low health. 6 archers survived to heal in the city and gain promotions. Round 2 for Pz's was retreat or loose attacking the city or get killed by promoted units... Try it in WB. Hill cities or cities with better cultural deffense are even less favorable for an attack. Now, if we're gonna talk about larger stacks, recognize that more techs would have been researched by all sides by the time you build larger stacks. And the above is assuming you have copper.

I think you missed the point on that one. Who cares about winning early, if its doen cheaply, it'll be one of the last games you play.
Cheaply eh? See my two spoiler tagged excerpts a few posts back... What you define as cheap is subjective to you and you alone and has no place in a balance discussion.

pfft. I like the assassins + cats move again. I wonder what could make pyre zombies even more awesome when paired up with another unit... hmmm....
Again, are you asusming no research is being done when you're building your Pz's? Fine lets work under such an assumption. You asked for units that can achieve the same thing and are implying they should achieve it with one tech line. Fine. Wood Golems+Cats both available at construction. Priests of winter available at philosophy. 3 fresh Ice golems a turn is deadly at philosophy, particularly if its combined with stasis. Grigori Adventurers+ any decent supporting units. Need I go on?

Another bum thing is, for 1v1, yeah, all this stuff is fine and dandy, but who can afford to build their entire game around beating pyre zombies, when there are other hostile neighbors to be accounted for.

I think the fact that you have to totally make your army an anti pyre zombie force and not much else, (including ever hoping to go on the offense), proves they are indeed unbalanced.

And you ain't gonna get to life II. By the time you get sorcery, all your cities will be smoldering ruins.

You're assuming the Sheaim have no other enemies that will attack when your big bad stack of pz's is away?

It seems we are at an impass, why not post a poll and see what the community at large thinks?
 
The sheiam are just as capable of researching horseback riding as anyone else. And their pyre zombies are just as capable of learning mobility, as your axemen.

Moreover, pyre zombies are very easy to train. When using them, I divide them into two groups.

1 Expendable. The ones that you just throw in to explode. They devastate the enemy.

2. fighters. The ones that easily finish off the weakened defenders, and harvest tons of xp from doing so.

And the point that pyre zombies can KILL has not been addressed yet. None od the priest spells can do that. And I don't think any of the lv2 ones can either. Can Destroy Undead kill ?
 
Cheaply eh? See my two spoiler tagged excerpts a few posts back... What you define as cheap is subjective to you and you alone and has no place in a balance discussion.

Yeah, well, come play an mp game or two, and try your cheap stunts, and see how welcome you are by game 3.


Again, are you asusming no research is being done when you're building your Pz's? Fine lets work under such an assumption. You asked for units that can achieve the same thing and are implying they should achieve it with one tech line. Fine. Wood Golems+Cats both available at construction. Priests of winter available at philosophy. 3 fresh Ice golems a turn is deadly at philosophy, particularly if its combined with stasis. Grigori Adventurers+ any decent supporting units. Need I go on?

I didnt imply anything, you are the one grasping at straws, I said name one unit, you named combos, many that required not one but 2 extra buildings. It just gets more and more ridiculous how much effort you have to go through to get something that is close to equivalent of pyre zombies.

3 fresh ice golems? Good luck.

You're assuming the Sheaim have no other enemies that will attack when your big bad stack of pz's is away?

Hmm mmm but a few archers behind walls will hold off plenty long enough.
 
Yeah, well, come play an mp game or two, and try your cheap stunts, and see how welcome you are by game 3.

As welcome as the Calabim? :P

I think either capping explosion to around 80/90%, or allowing spring to temporarily stop the effect (3 turns maybe?) would do.
 
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