Are the Khadi underpowered?

WarKirby

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I'm currently playing a game with khadi, and mostly doing fine because my enemies are still using warriors and hunters, and I have axemen.

But I'm looking at my future preospects, and it doesn't look so rosy.

Like the Sheiam, they're limited in their ability to create lategame units. Champions are the only ones I know of for certain, but the sheiam can't create immortals, berserkers or phalanxes either.

The intolerant trait also makes them unable to found or adopt state religions, which puts religious heroes squarely out of their reach.


So I'm trying to look at what they have going for them, and they seem to be coming up short.

Their Vault gates generate creatures similarly to Sheiam planar gates, but they seem to be inferior creatures in both strength and variety.
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Gnoslings have a base strength 2, and 1 metamagic affinity. These things come through the gates in ridiculous numbers. But to make them reasonably useful in combat beyond the warrior stage, is going to take a lot of MM mana. Maybe a non magical race like the Khazad can afford to do that, but magic is one of Khad's greatest strengths, so you can't afford to specialise that much in one type of mana, or your mages will be starved of variety and usefulness.

Aside from that, Gnoslings have Metamagic I and II to start with. The former makes them very useful as scouts, but you only ever need 1 or 2 scouts at most. The latter allows them to clear mana nodes, which is an entirely useless ability considering that they don't have the ability to also create new ones. Meaning that you still need an adept to go around building nodes for you.

I don't find gnoslings to be much use as anything other than weak cannon fodder. The only other thing they have going for them is that they jump up the first few levels pretty quickly, but even with combat V, a strength 3 gnosling is barely a match for an unpromoted axemen, and still severely outclassed when champions enter the fray. Not to mention useless against entrenched defenders.
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Thades seem to be slightly better, being that they can teleport, and have 2 movement. Not sure if this is a bug though, but they can teleport then move, but not move then teleport. Which significantly limits the usefulness of the teleporting.

Aside from that, they start with random lv1 spells, some of which can be fairly useful like haste and enchanted blade. Many though, are not. And in any case, being non-living arcane units makes the thades themselves unaffected by quite a few of the more useful spells.

They can't learn lv2 spells, and they take a long time to level up in general because they start at lv 4, I think. their 4 strength makes them minorly useful on defence, though inferior to archers, and not much use for anything else.

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Djinns seem about the most useful creature that can come out of the gate. But it's been a while since I got meditiation halls in several cities. Not seen one yet....

I'm guessing they're pretty rare, which kind of limits usefulness.

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Psions lastly, can only be gotten if you pick the dark path, which I don't personally want to do. They seem pretty good though, having strength 6 and Mind III, although they're unable to gain any promotions, and strength 6 is certainly going to be outclassed by the time you reach strength of Will


Other than that, the main thing Khad has going for him is the Ambitious trait, which makes arcane units able to upgrade 1 level earlier, which is awesome and probably going to be necessary. I'm told that this trait is lost if you pick oghma's path though, which is another blow.

I'm accumulating increasingly vast numbers of gnoslings and thades, which are all but useless on the battlefield. The gates have yet to provide me any decent weapons. Compared with the stuff that comes out of the Sheiam gates, like Revellers and Tar demons, I'm thinking the Khadi gates are severely lacking.

And by extension, the khadi are severely lacking inlategame military potential.

Am I missing something here ?
 
The ability to upgrade one level sooner is tied to the units, not the leader trait. The only thing I've been able to figure out that losing ambitious actually does is make new adepts from that point on not get the ambitious promotion.

I actually find Djinns to be very underpowered, because I tend to play on small or tiny maps, which means that without abusing the fact that Intolerant is currently broken I never end up with more than two or three extra mana sources. Gnoslings, however, are useful to me because it means that I don't have to worry about wasting two promotions on an actual adept in order to get Dispel or Arcane Eye.

I don't find much of a problem with the Khadi, you simply have to build almost exclusively arcane units and use them a lot, which is entirely in-flavor. However, I've been thinking of a mod idea that tweaks a lot of things the Khadi don't have access too, so I do have a few ideas for improving them and/or adding variety: (all of these at once would definitely be too much, but there's nothing mutually exclusive about any of them)

1 - Make Gnoslings start with spell promotions instead of Thades, and allow them to upgrade to Followers (That's the Khadi Mage UU, right?). Make Thades into Recon units, since that's what they're used for anyway, so that they can gain more relevant promotions.
1a - Instead of giving Gnoslings random spell promotions, allow them to take spell spheres without mana requirements.

2 - Give them access to a promotion called Warmage that requires Channeling 2 and gives +1 strength and access to weapons, but disables passive xp gain.

3 - Additional ideas for gate creatures:
Held Elementals (like Tower of Elements), possibly with the ability to buy off Held with a large amount of gold.
A disciple unit available with the Enlightenment path that can cast Cure Disease and Heal.

4 - Raise the national unit limit on Advisers, or give them an alternate upgrade for Followers.

5 - Give them a unique spell at Metamagic 3 - Counterspell. Removes the ability to cast next turn from all enemy units in a tile.

6 - A unique defensive building (Arcane Garrison?) that maintains any spells that require a caster to be present and spawns a Fireball whenever enemy units are near if you have Fire mana.
6a - alternatively, it could simply have an effect for each type of mana you have access to, with the caster-present buildings the effect for that type of mana. Things like Fair Winds with Air mana, increased healing with Body, a health boost with Life, or a production boost with Earth.
 
Intolerant is broken? In what way ? I captured the Runes holy city in my game and I'm getting some benefits from it. Is that what you mean? Also, it spread to one of my cities, so something is definitely off.

I do agree that advisors should have a higher limit too.


As to new creatures, I would agree that it would be nice to have something there.

I think, given the large quantity of mages the Khadi are generally using, it would be nice to get a creature that's very powerful defensively (5/9 maybe) and starts with Guardsman. Possibly perfect sight, too. Obviously, designed for protecting the mages from asassins

As to the gnoslings, I don't think it would make sense to upgrade them into followers. I mean they're... hmm I'm not sure what they are. But they're short, and blue, and definitely not human. It would be as jarring as the sex-change malakim arcane units.

I'm thinking some sort of super gnosling, with +1 base strength, and 2 metamagic affinity instead of 1. And/or possibly some effect similar to the balseraph mimics, being that their general nature is to seek knowledge. Why not learn from one's enemies ?
 
Intolerant doesn't actually prevent a lot of the things it says, like researching religious techs, founding holy cities, or spreading religions.

The defensive unit you describe would be a bit off-theme for the Khadi. What they should have is a defensive summon, something along the lines of a force shield. There just isn't much of a flavor reason for a big defensive unit to exist in the Vault.

You're right about the Gnosling upgrade being jarring, but I think a super-gnosling is also the wrong way to go. Perhaps letting them upgrade to Mage level, but remain a specifically Gnosling unit. I always saw Gnoslings as being little familiar-type creatures, so the upgrade was them being 'adopted' by a more powerful spellcaster.

I think the big problem is that you seem to want the Khadi to have access to a non-summoned unit with a high strength, but that appears to be specifically what they are designed to no have. Combat with the Khadi, especially late-game, should be piles of summons and spells devastating the enemy so that a few mages can walk in and finish off the pieces. What little conventional army they have is defensive and support, i.e. archers. We both agree on the elemental spawning idea because it gives them the potential for a few big units, while maintaining that same flavor of a tiny and defensive human military.
 
You're right about the Gnosling upgrade being jarring, but I think a super-gnosling is also the wrong way to go. Perhaps letting them upgrade to Mage level, but remain a specifically Gnosling unit. I always saw Gnoslings as being little familiar-type creatures, so the upgrade was them being 'adopted' by a more powerful spellcaster.

Rather than allow Gnoslings to upgrade then, why not allow them to 'join' with a mage, increasing the mage's str/def? Could even show it graphically, like rangers/wolves...
 
I found the Khadi to be ridiculously overpowered. So much so that I haven't tried them in a year. This was on Immortal or Deity.

I doubt they have been toned down since then, FF doesn't care about sissy balance issues ;)

Usually, all you need to dominate is to have a handful of experienced spell casters (well, I have to play on quite small maps). These guys have lots and lots and lots of them.
 
Not played much Khadi in a while but in the past the strategy i sued was to beeline for sorcery, set then switch mana types (meta magic) to gain offensive spells i needed then switch everything to metamagic for affinty packed goslings. With every spell caster able to create a decent summon, an army of 6str Goslings - the AI will crumble.
 
Djinns just need lots and lots and lots of mana, and a unit_combat (if they don't have already). Archmagi can summon some too.
 
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