FfH2 0.14 Balance Recommendations

Deathling said:
I haven't played Grigori really, but it was my understanding that they only received Adventurer points from their palace and received GP points normally.

No, for the Grigori gain an Adventurer is as one of the GP chances. So if you have an elder council in the palace, then there will be a 50/50 chance of getting either a great sage or an Adventurer.

I myself think that the building should not give +% GP production, but a +1Advenurer GP.

I do find it a problem in getting some of the other great people that I want, it's always the first two are adventures, which is great, but now and then i'd like a GE, to boost the production of that forbidden palace, but it comes out as an adventurer. The only good thing is the chance of getting a GP is low, which is good.
My main problem with Grigori is the free religion is a long way to go in the game with having all the draw-backs of not having a religion. Maybe for them it should be an additional tech, which only they can get, but comes a little bit earlier.
 
GEs are too rare aswell... I think the max you can get of them is around +6 (which turns out to be a really low % in the late game when they really matter)... Also, maybe the Grigori palace could give all the religious civics, or they could start with free religion or something (either way they only choose free religion).
 
Could you block the Doviello (and maybe all other races that build witch doctors) from building the wonder that grants free mages guilds (forgot the name.) I was quite disappointed in my last game when I built it out of habbit just to realize that I wasted the last 50 turns of production in my capitol.
 
Ghostmaker said:
Didn't see an answer to this question:

Why was the training yard removed? This pretty much forces you to go for Form of the Titan or a Civic with +xp if you play on higher levels or with raging barbs. Are there plans for a replacement?

Greets
Ghostmaker
Training Yard should be available with Bronze Working.

- Niilo
 
vorshlumpf said:
Training Yard should be available with Bronze Working.

- Niilo

Only in name Im afraid. Functionaly the training yard was removed because all unit buildings give 1 bonus xp now instead of having 1 that gave +3 xp (giving bonus xp on the buildings makes the ai better at placing them in unit producing cities). But in general yes, if you want the xp bonus's you should consider the civic options that provide them rather than a building (or having both).
 
Enervate and Wraith remove experience from victims of their attacks, right? Which reduces esxperience. But from what I've seen, promotions aren't removed, and it is seldom useful to remove some experience from a unit if no promotions will go away, it simply postpones their next promotion and they'd probably be dead by then.
How about changing them to remove one random promotion? That'd be useful without being overwhelming.
If it does remove promotions and I just never noticed, nevermind.
 
if it removes a random promotion i'd hope it would remove a level too, otherwise getting that promotion back would be much harder to get back than it was to get.

and Nikis, you said you want to play some multiplayer before? game starting in less than an hour (don't know if that constitutes a saturday morning or not for you).
 
Sureshot said:
if it removes a random promotion i'd hope it would remove a level too, otherwise getting that promotion back would be much harder to get back than it was to get.
Well, for a level 3 spell or summon, not unreasonable, I think.

and Nikis, you said you want to play some multiplayer before? game starting in less than an hour (don't know if that constitutes a saturday morning or not for you).
No, friday night, but in this case that's just as good. (I'll go check the other thread, no need to answer here.)
 
Don't know if it's possible, but it'd be nice if the game didn't recommend I research techs which provide no benefit whatsoever including not leading to anything - Poisons as the Malakim, for instance.
 
chocmushroom said:
I myself think that the building should not give +% GP production, but a +1Advenurer GP.

Then the Kuriotates would also have access to Great Adventurers, since they share that building.
 
Playing as the Bannor I had build up a nice theocracy and was ready to crush the heathens. So I switched to crusade to avoid war weariness.

I really missed the "no non state religion spread" from the other civic. So I suggest adding this effect to the crusade as it is annoying to go around with your inquisitors and the effect also fits for crusade.
 
Any chance we can get the Haste spell to extend to catapults and other non-people units? Boosting them up from speed 1 to 2 using haste shouldn't substantially affect game balance, but would make moving stacks of troops in enemy territory a bit less tedious. From a logic perspective you can argue that while the catapults are inanimate objects, Haste should have an effect on the people and oxen or other animals which are moving the catapults.
 
Frozen-Vomit said:
Playing as the Bannor I had build up a nice theocracy and was ready to crush the heathens. So I switched to crusade to avoid war weariness.

I really missed the "no non state religion spread" from the other civic. So I suggest adding this effect to the crusade as it is annoying to go around with your inquisitors and the effect also fits for crusade.

I like it for the flavor. I will stop non-state religion spreads during crusades.
 
In my opinion the Winter Palace is pretty important for larger empires - larger maps with fewer civs. The Order gets many maintainence reducers (basilica: -50%!) already, so please move to winter palace to orders from heaven so that every civ can get it.
 
Frozen-Vomit said:
In my opinion the Winter Palace is pretty important for larger empires - larger maps with fewer civs. The Order gets many maintainence reducers (basilica: -50%!) already, so please move to winter palace to orders from heaven so that every civ can get it.

I did a bit of testing of this in the worldbuilder and came to the conclusion that the winter palace is useless for the order anyway:

- A city with courthouse and basilica has a maintainance modifier of -100% (seems to be overpowered in my opinion). In my test I never had to pay any maintainance cost even with god kind - the only civic that increases maintainance cost as far as I know.

My suggestions:

- Move the winter palace to another tech. Maybe not orders from heaven as this would still connect it to a religion that doesn't need it but to a tech from the constitution/free religion path. Maybe give it a new name to reflect that it's effect comes from that tech branch...

- Reduce the benefit from the basilica to -25%. Then the order players could still achieve the no maintainance heaven (with dungeons) but not as easily.
 
Frozen-Vomit said:
I did a bit of testing of this in the worldbuilder and came to the conclusion that the winter palace is useless for the order anyway:

- A city with courthouse and basilica has a maintainance modifier of -100% (seems to be overpowered in my opinion). In my test I never had to pay any maintainance cost even with god kind - the only civic that increases maintainance cost as far as I know.

My suggestions:

- Move the winter palace to another tech. Maybe not orders from heaven as this would still connect it to a religion that doesn't need it but to a tech from the constitution/free religion path. Maybe give it a new name to reflect that it's effect comes from that tech branch...

- Reduce the benefit from the basilica to -25%. Then the order players could still achieve the no maintainance heaven (with dungeons) but not as easily.

Great feedback. I reduced the Courthouse and Basillica to -40% maintenance instead of -50% and the dungeon to -20% instead of -25%. I also moved the Winter Palace to Monarchy and removed the requirement for the order.
 
Frozen-Vomit said:
I did a bit of testing of this in the worldbuilder and came to the conclusion that the winter palace is useless for the order anyway:

- A city with courthouse and basilica has a maintainance modifier of -100% (seems to be overpowered in my opinion). In my test I never had to pay any maintainance cost even with god kind - the only civic that increases maintainance cost as far as I know.

My suggestions:

- Move the winter palace to another tech. Maybe not orders from heaven as this would still connect it to a religion that doesn't need it but to a tech from the constitution/free religion path. Maybe give it a new name to reflect that it's effect comes from that tech branch...

- Reduce the benefit from the basilica to -25%. Then the order players could still achieve the no maintainance heaven (with dungeons) but not as easily.

Do the Forbidden and Winter Palaces affect the cost of your civics options? I know having a larger empire makes your civics upkeep increase...Does having well-placed palaces help negate that?
 
Keep in mind that city upkeep isn't the biggest drainer of :gold: in FfH... it's the civic upkeep and inflation that do you in. And I don't believe that palaces affect civic upkeep.
 
I love the idea of the Vampire Lord unit you mention in the changelog. If it replaces the Immortal, why don't you just replace Macemen with Vampires for the Calabim then (instead of having 2 totally separate units)? If they're upgradeable, I'd be building only Vampires and completely stop w/Macemen/Axemen once the former's available.
 
pa12ick said:
I love the idea of the Vampire Lord unit you mention in the changelog. If it replaces the Immortal, why don't you just replace Macemen with Vampires for the Calabim then (instead of having 2 totally separate units)? If they're upgradeable, I'd be building only Vampires and completely stop w/Macemen/Axemen once the former's available.

Yeah, thats probably a good idea.
 
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