FfH2 0.21 Balance Feedback

I really like Creative. With the fact that there are less buildings that give raw culture in FfH, it can really guarantee that you win culture wars.

Less buildings perhaps, but there are lots of small artists you can make (prophets etc).
And there are more buildings in this which have a +xx% culture.
 
Less buildings perhaps, but there are lots of small artists you can make (prophets etc).
And there are more buildings in this which have a +xx% culture.

% buildings aren't useful unless you have a reasonable base culture to begin with. Prophets are useful, but they don't synergise with the % buildings, chew hammers, and are micro intensive.
 
% buildings aren't useful unless you have a reasonable base culture to begin with. Prophets are useful, but they don't synergise with the % buildings, chew hammers, and are micro intensive.

Micro intensive actions should be avoided as much as possible. Civilization should be about making choices not about having to micromanage an empire.

All I am saying is that a micro intensive action should not be a balancing factor in the game.

As a side note I think that prophets should add additional culture equal to their exp.
 
Micro intensive actions should be avoided as much as possible. Civilization should be about making choices not about having to micromanage an empire.

All I am saying is that a micro intensive action should not be a balancing factor in the game.

As a side note I think that prophets should add additional culture equal to their exp.

yes good points
 
Okay, so I have played several games, and here is my balance feedback.

The elves got too few Ents (I got one total in the entire game, and I had my entire nations solid ancient forest.)

Hyperbuim (or however you spell his name) never has enough gold to upgrade his units. As well, his citys can never become very good because very early one unhappyness becomes too high. As a result the fallow trait is only minorly useful

Grigori are very cool, but +1 exp per turn for their adventures is not enough to make up for their lack of religion. Perhaps give them another trait, to help make up?

Overlord cultists are almost useless. Their mutate spell is my favorite in the entire game, but burning blood and mutate are only a tiny bit useful.

High priests take forever to get. Maybe its just because I am playing at quick speed, but I have never gotten a high priest.

Finaly, I had some trouble with the Avatar of wrath taking all my units. I lost a flurry who was insanly good, but I lost him. Five turns later, he appeared, and killed Meshibar of Dis, who I had built the turn before! I had to wipe out the rest of the world with inferior units. Maybe units with more than, say 30 or so exp don't get taken up by the Avatar of wrath?

Also, the dragon religion is weak. I built it, gave it my great person, waited forever, got the dragon, and got a grand total of five units through the roar abilty. Its a cool idea for a religion, but it should be made slightly stronger.

But basicly, I love this mod. I haven't played ordinary civ for forever.

Back on topic, I don't have any problems with micro managing. Usualy, the most annoying part of my games is not remembering what mana I have, and what spells I have.
 
Usualy, the most annoying part of my games is not remembering what mana I have
Won't be a problem anymore.
Also, the dragon religion is weak. I built it, gave it my great person, waited forever, got the dragon, and got a grand total of five units through the roar abilty.
Wow, I think that's more than I've ever gotten.
Grigori are very cool, but +1 exp per turn for their adventures is not enough to make up for their lack of religion. Perhaps give them another trait, to help make up?
Try them again. They are one of the most versitle civs, and I'd say easily in the top tier of overall power.
 
Grigori are very cool, but +1 exp per turn for their adventures is not enough to make up for their lack of religion. Perhaps give them another trait, to help make up?

It's not only 1 exp per turn, its the Hero Promotion, which means they can get Heroic Strenght I and II (divided into Heroic Strenght, and Heroic Defense in .22). And Arcane heroes can get Twincast, which doubles their damage potential obviously.

Try picking Raider the first or 2nd time you get to pick traits, and go hunting Barbarians. With raider trait you get +1 exp on each kill. This will quickly level up your heroes.
 
Mercurians get Body mana in their palace, Body mana provides this spells:
Haste, Regeneration, Stoneskin. All these spells work only on living units. Now, since the main part of Mercurians' army will be of Angels, which aren't living, Body mana doesn't really have a good sinergy with Mercurians.


So... any chance that Mercurians get another mana type at start ?
 
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