Balance Feedback

Skeletons under the control of Bhall pop from Graveyards. Check for one. :P

Okay, there was a graveyard in my borders, but two of the workers that died where two tiles away from it. So I guess they spawned a tile away from the graveyard and then got an action to kill my workers? That's better than completely random, but it still means there are 25 tiles that could be attacked -before you can react- for every graveyard.
 
Okay, there was a graveyard in my borders, but two of the workers that died where two tiles away from it. So I guess they spawned a tile away from the graveyard and then got an action to kill my workers? That's better than completely random, but it still means there are 25 tiles that could be attacked -before you can react- for every graveyard.

Then graveyards are actually somewhat dangerous instead of free XP. I don't mind.

It's not as though they're difficult to deal with, and I believe they don't spawn if you turn off Lairs anyhow.
 
Then graveyards are actually somewhat dangerous instead of free XP. I don't mind.
I don't mind that either, the main problem is that I didn't really have any idea it was the graveyard that spawned the skeletons. So I say, 1) the message text should be more clear that the barbs spawned from the graveyard, and 2) I still think the player should have a turn to react to avoid instant worker death, as instantly losing three workers is a high price to pay for not promptly popping a graveyard.
 
Just noticed Barnaxus doesn't have the Hero promotion. Totally should.

What Barnaxus should have is Mountaineer. I don't mind having to pair him with Bambur perpetually, but it's basically gimping Bambur when doing that because he no longer has the ability to flee to mountains to recover health, and what-not.

Perhaps grant Bambur the ability to Command a number of units, granting them Mountaineer? This could work something like Duin Halfmorne, whom I still haven't seen get the option to take any Command promotions. Which would be just fine in this case.
 
are you really imagining climbing cliffs with a dead weight of heavy metal (Barnaxus) suspended to a rope ?

Barnaxus is really fine as he is.
On the other hand, he would be even better if you could do something with the extra xp once you got Combat V; maybe give him commander promotions that affect all golems ? or things like that.
 
are you really imagining climbing cliffs with a dead weight of heavy metal (Barnaxus) suspended to a rope ?

Barnaxus is really fine as he is.
On the other hand, he would be even better if you could do something with the extra xp once you got Combat V; maybe give him commander promotions that affect all golems ? or things like that.

It's a golem. It can already support its own weight. Think of it more as Bambur choosing the routes that will support that weight as it climbs.
 
Golem-only commander promos for Barnaxus is a good idea IMO. Give him a 5 unit command limit, be pretty nice.
 
Okay, there was a graveyard in my borders, but two of the workers that died where two tiles away from it. So I guess they spawned a tile away from the graveyard and then got an action to kill my workers? That's better than completely random, but it still means there are 25 tiles that could be attacked -before you can react- for every graveyard.

I think is caused by the Demon Lich Mana Guardian.
It only spawn 1-3 skeletons that last up to 2 (or 3?) turns when that unit spots an enemy in range.
I usually spare such lich, as I can carefully use those skeletons to get XP (although very risky).
 
Hello, time for feedback on the mazatl (and a little of the cualli) :)

Firstly, the terraforming - since it seems to be a big(ish) issue which contributes to their OPness.
So, I know that the terraforming is underway on balancing, and I've actually played games with it being slower, and also games with the nomoreterraforming module by milaga. The slower terraforming is definitely welcome, by the way :lol:
I like the terraforming, but currently they're getting a lot from it with very little counter-benefit. Here's a handy list of stuff like that:
  • +0.5 health benefit from jungle
  • assured better-than-grassland terrain (marsh+jungle is 2:food:,1:hammers:, and buildable in)
    Remember also that for a good proportion of time the terrain will be normal grassland with slower autoterraforming, so it's not instantly uber but still grassland is always welcome.
  • autospawning farms in jungles (swamps - which get better at tracking)
    It's randomly spawned, so you can't necessarily rely on it, but it seems excessive - why not have them replacing farms/buildable?
  • combat+movement bonuses. This comes with the lizardman racial.
  • increased workrate in jungle, which offsets the innate workrate loss from lizard workers. the cualli workers aren't very good outside of jungle with a whopping -65% workrate, whereas mazatl only have -25%. Is the difference supposed to be the slave labour thingy? slaves units are actually unusable for improvement building as the cualli.
  • Lost lands. In it's current form, it's going...right? Hopefully soon, the mazatl never struggle for hammers, food or happiness usually, given that they're no longer agnostic. I never use the civic anymore because I feel like I'm cheating when I use it, and my cities have performed to levels that on average still exceed most other cities.

To me, it seems like the lizards get only bonuses from their home terrain. I'm not sure this should be the case, and this applies for all the terraform civs. The malakim get combat, movement and commerce boosts in exchange for production loss. I figure that each terraforming civ needs to give up or lose functuality in something or other to balance the gains. This includes illians and D'tesh, although it needs to be done in different ways for all of them, preferably.

I'll just suggest a few of my ideas that might help this..
  • Make jungle+wetland tiles equivalent to grasslands, or even plains. Swamps could be uncommonly spawned to boost the tile yield to 3:food: 2:hammers: 1:commerce: or something good like that. It would be cool to have a different effect for the cualli though, maybe something military linked like free XP per swamp.
    Would mean that the lizards actually have to build improvements like every other civ in order to do well, but swamps would still give them a bonus superior tile when they spawn.
  • Keep the combat bonuses. Maybe not the movement, have that just rely on trails.
  • Drop the health benefit from jungles, just make them neutral to health. Maybe allow a happy increase like they used to have from LL, new health system now naturally limits them better than before.
  • Drop the culture output of cities. Terraforming takes place inside culture, so each city will have to terraform itself rather than relying on partially terraformed land from another city's extended culture radius. Just another way of slowing the process basically. I'd justify this by saying a lizard's realm is typically going to be within jungle borders, so the process of expanding borders requires expanding of the jungle - which takes time.
  • Increase maintainance of mazatl/cualli cities. It's hard to contact other cities with swathes of jungle between them, lizard or not. Also negates some of the extra gold they're getting now that they didn't have access to from before religion.

Now for some other stuff that isn't terraforming...
The kalshekk priests are a bit too strong in that they really don't need all the kilmorph spells in addition to their unique ones. Divine hammer and the shield or whatever it is is probably a bit too much buffing. Despite the following of the same god under a different name, I always thought that the mazatl version had different style of priests as well and so don't share exactly the same abilities. I do like the new change to allow religion though :)
Omorr is just plain outclassed by kalshekk at the mo. This might be a problem with empy rather than a mazatl thing, but other than that I'm always running kalshekk to counterbalance all maintainance and to get the better priest out of the two.

Feel free to criticise! :king:
 
well, my playing experience isnt that big with the lizard races, but i never supposed them to be op
theyre strong but not op...
-wetlands=farms? i dont think so. no rescource spawn chance (which is currently rather high and a feature that shouldnt be ignored) and afaik the stats are worse too. is usualy de-wetland my land and build improvements instead...
-the attack boni work only on jungle terrain, outside-city-combat doesnt make the biggest part of civ battles and they dont get any bonus for attacking cities, do they? elves are similiar (if not even stronger) fighters on their homeland terrain
-and as for lost lands, doesnt that fol technology do the same for elves?
 
The mazatl don't need to be attacking cities too much to win a game. They'll comfortably win an altar victory and have the resources to defend themselves with their strong priests within their own borders whilst they do so.
That said, they're supposed to be good at defending, so I don't have a problem with their jungle combat boosts. The combination of spiritual trait with movement boosts in jungle is a bit too powerful though, imo.
They are almost always the top AI faction unless the illians are involved and are doing well, not because their AI is good, but because their natural bonuses unbalance them vs the other factions.
Oh, and I've got a similar view on the FoL civic too :) lost lands is better though, you get a food and hammer boost from trade routes which allow very big cities which only speeds up their altar victory.
 
It changes regularly :) I like the Khazad, Malakim, Illians, Austrin, Mechanos and Mazatl, in no particular order. This is mainly because they've all got a unique mechanic or niche that makes them different and fun to play. The autoterraformers out of that list I play as less often now because often it puts me at too much of an advantage which isn't as fun.
 
seems this is more a question about liking autoterraforming or not. i for my part like it, it reduces the amount of ":):):):)ed-up-random-starting-position", or randomness without negating it completly.
with races that dont do so, i tend to relaunch several times before im happy with a starting position, while this is not necessary with, for example, illians
on the other hand, the with khazad, which i also like very much and play often, i dont need to reload either; khazad mines for the win, able to turn each hill no matter how icy, cold and unfriendly into a true eden of plentyfullness

needing not to worry about your terrain is imho a civilization feature, and not a cheat. and its far from beeing an auto-win.
 
seems this is more a question about liking autoterraforming or not. i for my part like it, it reduces the amount of ":):):):)ed-up-random-starting-position", or randomness without negating it completly.

In my opinion, addressing the problem of bad starting positions should be the way to solve this. I don't think turning a bad position into a good one by casting spells at the ground is the right way to go.

needing not to worry about your terrain is imho a civilization feature, and not a cheat. and its far from beeing an auto-win.

It's not so much not having to worry about your terrain, it's knowing that your terrain will always be the best possible terrain for you. Isthmus brought up most of the good points for this argument. It really is all of them put together that is the problem. Take a civ that has movement, combat and tile yeild bonuses for a certain type of land, and make sure that all lands it owns eventually become that type of land. That trivializes any strategy the world generation might provide. Just go where the resources are and your wonderful terrain along with it's benefits will follow.

There are ways of correcting this apart from the extreme I took with No More Terraforming. Guns, Wyrms and Steel will be removing the doublemove from dwarves, elves and lizards (and eventually others) and replacing it with other terrain benefits. This requires yet unreleased versions of RiFE so it will be a little bit before you can see them, I'm afraid.
 
In my opinion, addressing the problem of bad starting positions should be the way to solve this. I don't think turning a bad position into a good one by casting spells at the ground is the right way to go.
there will alway be good and bad starting positions, even with the flavored starting positions. form climate negates it in a moderate way. and surely its more a problem of the mapscript, but one that will always stay - once again: terraform is an easy and uncomplicated way to add an advantage/feature for a civ.

It's not so much not having to worry about your terrain, it's knowing that your terrain will always be the best possible terrain for you.
yep, thats what i meant. its a feature for the civ, and surely a beneficial one. wherever you go, always take the weather with you!

Isthmus brought up most of the good points for this argument. It really is all of them put together that is the problem. Take a civ that has movement, combat and tile yeild bonuses for a certain type of land, and make sure that all lands it owns eventually become that type of land.
and i already wrote something about it. and possibly some of them should be nerfed (especially lost lands, and hidden paths), but im against removing them (not that this would matter, soon most of terraforming will be gone anyway in the next patches).

That trivializes any strategy the world generation might provide. Just go where the resources are and your wonderful terrain along with it's benefits will follow.
nothing you arent able to do with waterI and sunI too, just taking less mircomanagement.

There are ways of correcting this apart from the extreme I took with No More Terraforming. Guns, Wyrms and Steel will be removing the doublemove from dwarves, elves and lizards (and eventually others) and replacing it with other terrain benefits. This requires yet unreleased versions of RiFE so it will be a little bit before you can see them, I'm afraid.
after all its a question of liking terraform or not. i like it, you obviously dont. its okay.

In my opinion this problem is about two, completly different problems:
1. getting too much bonus (as in: op) from your home terrain and
2. to like or not like terraform as a whole

imho 1 is an important question and i stick with the opinion the current setting for most of the form climate civs may be too favoring... homeland terrain should make unusual terrain to be about as good as the normal one for that civ
the second part shouldnt be touched. ffh is high fantasy. spells and magic is common and absolutely able to alter the terrain to your advantages.
 
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