In the end, you can run around and pillage all you like, but in Civ, cities are where it's at. So, your ultimate target for golems is static, and you know where your enemy will need to go in order to beat you. That's an advantage for the golems.
I'd prefer a solution where a longer reach of the golems is possible with mobility promotions, rather than giving them fireballs.
Terkhen talked about an additional building for the golems, to give them either light or heavy promo, but I'm thinking it be better to take away fireballs and give them a building for mobility promo.
for me, the advantage of mobility is not "running around".
it is threefold:
- reaching that ennemy city : you have less units in the field, and they reach the ennemy faster after completion: it's to supplement that intial stack
- moving around to mop-up that ennemy empire in the shortest time as possible : no time for him to react / less time between declaring war and attacking with your main stack...Etc
- attacking that enemy from 2 tiles away : your stack doesn't get weakened before even attacking the city.
but again, I'm thinking that you overestimate barny...
- getting him to combat 5 is not easy... often you don't have him to that level ; because a C3 Barny is worth more than a dead C4 barny (it's hard to get those 17 xp at the time that barny is created, and I don't even speak of reaching 26 xp: you need to have him with an adept, otherwise he is slow as hell to heal.. but that adepts can be preyed upon by barbs... difficult.)
- at the very least you don't have Barnaxus at C5 at the time of the axe vs wood-golem face-of.
That said, I often think that champions are under-strengthed. (I have devoted some threads to this.)
but then, I also almost never use iron golems : for me they are too expensive for their strength and mobility. I'd rather use the gargoyles... and directly T4 golems.
But it's true that it's due to my way of playing...
(I mean : to reach Iron golems, you need to research the whole melee path... without getting units: usually other civs reach champions way before you have iron golems)
then as the last point : the main use of Fireballs-golem is ...
fire-ball mud golems !! 2 mvt + fireball : that's the cheapest and most mobile mage you can get... and they don't cost maintenance (IIRC).
getting those fireballs on the iron golems and such is just a freebee.
(and honestly, by the time you get the "fire-ball-building"... you should alredy have built your iron-golem army... getting them upgraded to fire-ball means re-building them, which is costly).
In conclusion, I agree that fireballs are strong, but I disagree that it makes the luirchip TOO OP, and that it should be removed
Fireballs are mainly a mean to help Luirchips that are already winning to have a way to mop-up the map a bit more quickly.
Remember, all other civs have some OP late-game if played well.
- cheap-mounted-mercenary-horde for Hippus (7str with iron, 4 mvt, 30% withdrawal... much better than normal civs HA... and cheaper, and built in 1 turn)
- almost un-breakable illusionist spectre (boosted with 5+ death nodes) for svart.
...etc
- vampires... at champion-level ???
- OGRES: same price as iron golems ... and with iron (that you ALSO need for iron golems).. they are born at 10 str..., can be upgraded, can get promotions... (only 5 xp to be as strong as an iron golem with full-barny ), can be hasted.... and ... ... you can get 2 for the price of 1 ! so, you get a promoted Ogre for half price of the IB, then a no-xp Ogre for free (they don't need fireballs to be OP).
--> but nobody complains about ogres ? because if you reached Ogres en-masse with Clan, you are at a point were you have already won, but need to finish the game ... or where the other civs have strong enough alternatives to counter you.