FfH2 0.34 Balance Thread

It has a 30% chance to wear off. That means it can sometimes wear off right away.

.34 patchless worked correctly with this.
 
I've noticed that most civs start with building a worker in their capital, even when they can't improve anything yet due to enviroment/techs.
I think it would be better to let the AI build scouts/warriors until Pop2, which would also help them a little vs the new barbarians, because they have more units earlier to level up.
 
Unless you are using Raging Barbs or Barbarian world, it is actually best to start with building an early worker most of the time. The same time the worker pops out, you finish researching Agriculture, then you can lay out farms and make your economy take off at a much nicer clip.

And many times even with Barbarians cranked up, you are pretty reasonably safe for the ~20 turns that it takes to get your first worker + tech.
 
That seems right, but some civ AIs research techs first that don't give improvements and they don't have any nearby tiles they could already improve.
 
Unless you are using Raging Barbs or Barbarian world, it is actually best to start with building an early worker most of the time. The same time the worker pops out, you finish researching Agriculture, then you can lay out farms and make your economy take off at a much nicer clip.

And many times even with Barbarians cranked up, you are pretty reasonably safe for the ~20 turns that it takes to get your first worker + tech.

I think this might have been true prior to .34, xienwolf. However, now I find I need a minimum of two defenders in the early going (epic speed) because I am often visited by Skeletons, Lizardmen or other units that can easily take out one defender -especially if a couple come at once, as often is the case.

Building a Worker is quite far down my queue. Another reason is that it stops growth. I will often wait until just before I hit the happy-cap before I build that Worker - or, I will try to declare war and capture one early on if given the chance. ;)
 
Krakens get melee promos....

No, they get Beast promotions, just like Dragons and the Big Apes. Since most of these are land units, the promotions are very similar to those available to land unitcombats like Melee.
 
I think this might have been true prior to .34, xienwolf. However, now I find I need a minimum of two defenders in the early going (epic speed) because I am often visited by Skeletons, Lizardmen or other units that can easily take out one defender -especially if a couple come at once, as often is the case.

Building a Worker is quite far down my queue. Another reason is that it stops growth. I will often wait until just before I hit the happy-cap before I build that Worker - or, I will try to declare war and capture one early on if given the chance. ;)

That's true for a human, but AI's get bonus' against barbarians, and start with more units, so they can afford to build them earlier.

Also, I think most of the time the feeling that you 'should' wait until you arent' growing is actually your instincts playing you false. There are a lot of thing to consider about when to build a Worker, and most often, earlier is better.

Anyhow, I don't think this is a balance issue.
 
I got a Golden Age from exploring a dungeon. I assume that's intended, but it seems like a huge reward compared to most of the things you get from exploring lairs.
 
I got a Golden Age from exploring a dungeon. I assume that's intended, but it seems like a huge reward compared to most of the things you get from exploring lairs.

compared to a great sage or engineer at turn 10? it's ok, but not gamebreaking
 
I personally think that it would be much better for exploring lairs to have a delay of a few turns instead of costing the unit its movement.


I don't like how easy it is to clear Epic lairs. I've been having a lot of fun making them never be cleared, but the results seem too good unless the odds are adjusted.
 
I and my friend frequently play team multiplayer and we've noticed since the patch that with the removal of the team reseach penalty that we out tech the computer regularly even on immortal making it much easier than before.

This change seriously buffs teams. Not sure if this was an intended result but if this was changed only to make summoning Mecurians less painful, then wouldnt it be better to just buff them directly?
 
I personally think that it would be much better for exploring lairs to have a delay of a few turns instead of costing the unit its movement.


I don't like how easy it is to clear Epic lairs. I've been having a lot of fun making them never be cleared, but the results seem too good unless the odds are adjusted.

I made it so that you get an average of three good results from an epic lair until it is cleared. I also gave each unit a bonus to the roll equal to its level. Now I'm perfectly happy with them.
 
I and my friend frequently play team multiplayer and we've noticed since the patch that with the removal of the team reseach penalty that we out tech the computer regularly even on immortal making it much easier than before.

This change seriously buffs teams. Not sure if this was an intended result but if this was changed only to make summoning Mecurians less painful, then wouldnt it be better to just buff them directly?
It was like that before the penalty was instituted. Why are you teamed up if the enemies aren't? It's way too easy that way.
 
I would suggest for the Ilian worldspell a reverse golden age for all opponents (-1:hammers:, -1 :commerce: on all tiles and halved :gp: growth). This would balance it a bit out, because you can defend yourself a bit better against barbarians or opponents than with the worldspell activated, but would still be quite a nuisance (which is probably intended). If you have thoughts concerning your upkeep because of no Anarchy because of this solution, I want to point out, that you could research on a very low rate instead - it's still better than anarchy.
 
re: Auric Ascended...I always world build in March for him. I mean, the only reason to wait that long to end the game is to go on a rampage of doom, the game is almost certainly over by that point.

Darrell
 
Okay.... Krakens get beast promotions and beast prom. includes city raider I-II-III.

And other thing is that I've just visited a lovely treasure chest with a stack of 30+ units.... among the spoils was 5-6 endgame techs, as usual I'm not up to date on patches, but it seems to need attention.
 
I think one should be able to sabotage their own roads to defend against Raider civs better. Otherwise, the solution would be never build a road towards a Raider civ unless in offense, since these are the major backstabbers. It is probably not too hard to code.
 
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