Spatzimaus
Mad Scientist
Most of the Foci favor warmongers. Let's face it, those ancient pantheons were a violent bunch.
The War focus obviously helps a lot in fairly direct ways (one of the two promotions is a very simple "+10% to all combat", i.e. the Bioenhancement Center's promotion), but look at the others; Crafts/Beauty/Fertility/Wealth/Art/Knowledge basically free up one part of your empire (you can delay building that Colosseum if you worship Aphrodite and use that production time for other things), but then there are the Myth units. Take the Basilisk/Medusa/Cockatrice (not sure which one I'll use yet, or if I use more than one): it's got an okay attack, but its big benefit is that the unit one of these fights loses its next turn. Depending on circumstances, that could be huge.
So Myth-heavy domains like Animals have some appeal, because Myth units have these powerful abilities and can only be countered by a rare set of Heroes (at least until the Medieval). And then there are things like Healing; one of the promotions it gives is a very simple "heal 1 HP per turn", which in the ancient eras can make a huge difference to early wars. Or consider Air; its L1 promotion is a simple +10% to ranged combat, but its L3 promotion: +1 range. Giving +1 range to archers and catapults, bringing them to range-3, in the ancient/classical era can be HUGE when attacking cities.
And then you get to the wierd ones. Take Travel:
1: Scouts get +1 movement and visibility
2: Your units get +1 movement if they started the turn in your territory
3: Your units get Paradrop if they start the turn in that city
4: All units trained in this city get a flat +1 move, period.
This has some obvious military applications.
One of the things I'm worried about is that it might make early wars a bit TOO easy and that the game would be over by the time you got to the Renaissance. So I'm going to try tweaking a few other balance issues.
The War focus obviously helps a lot in fairly direct ways (one of the two promotions is a very simple "+10% to all combat", i.e. the Bioenhancement Center's promotion), but look at the others; Crafts/Beauty/Fertility/Wealth/Art/Knowledge basically free up one part of your empire (you can delay building that Colosseum if you worship Aphrodite and use that production time for other things), but then there are the Myth units. Take the Basilisk/Medusa/Cockatrice (not sure which one I'll use yet, or if I use more than one): it's got an okay attack, but its big benefit is that the unit one of these fights loses its next turn. Depending on circumstances, that could be huge.
So Myth-heavy domains like Animals have some appeal, because Myth units have these powerful abilities and can only be countered by a rare set of Heroes (at least until the Medieval). And then there are things like Healing; one of the promotions it gives is a very simple "heal 1 HP per turn", which in the ancient eras can make a huge difference to early wars. Or consider Air; its L1 promotion is a simple +10% to ranged combat, but its L3 promotion: +1 range. Giving +1 range to archers and catapults, bringing them to range-3, in the ancient/classical era can be HUGE when attacking cities.
And then you get to the wierd ones. Take Travel:
1: Scouts get +1 movement and visibility
2: Your units get +1 movement if they started the turn in your territory
3: Your units get Paradrop if they start the turn in that city
4: All units trained in this city get a flat +1 move, period.
This has some obvious military applications.
One of the things I'm worried about is that it might make early wars a bit TOO easy and that the game would be over by the time you got to the Renaissance. So I'm going to try tweaking a few other balance issues.