Blackmantle
King
Many, many complaints about an "utter overpoweredness" that was in reality beeing a nerf. (it was harder to do before, not less powerful. But people just took care to look at the numbers and jumped to conclusions.)
Don't try to discuss this much though (just an advice
Lest you wan't to argue with a wall or want to be called a lanun-fanboy who has no clue really.), those people complaining won't really take time to even consider that fact.
If 100 people find this way overpowered because its simple to use (and was likely so hard to effectively use before than many people didn't really bother with it.) and has a big effect there is no point in a few people pointing out that its a nerf sadly. You won't really convince them.
But one thing is to consider which might give the critics credibility.
If those complainers whould have known and taken the time to actually use the real power of the old coves (grand yields from terraforming, including more food + tactical value + acess to sea-buildings for most / all of your cities) they whould have likely complained even far more. So what i wrote above isn't really a proof that their claims are wrong.
Just that the reason why those complaints were raised after a nerf seems rather very very odd. (And the main reason for the first nerf / cove enhancement was AI inability as well as player-comfort. So a very sound one.)
Especially if even just for the economic part the maths isn't all that hard...
Concensus more or less seems to be that with such coves as in 0.33. Lanun are overpowered. I whould disagree strongly (founded on extensive gametest of the old Lanun + simple math mainly and i found them a top-tier big-fun civ with the old terraforming-coves. A rather strong economic but overall ok one with the new ones and a rather mediocre to weak one overall now (because of rather weak military which is a very important aspect of FFH 2).
But that is perhaps partially offset by the new wonder and other changes. We'll soon see how it works out.). But those voices like me seem to be a minority. And Kael in that case listened to the majority calling for further nerfs. If its a good or bad thing i belive lies in the eye of the beholder.
(not the mystical creature meant here of course...
)
There are quite some things speaking for listening to the majority of the userbase though regardless of the hard facts. Even if their train of thought in calling for such a change is somewhat odd.
PS: The thing with assasins is another odd one. Perhaps also founded in many people complaining in Assasins / Marksmen beeing soo over-the top. (i have to admit i overall see a bit more merit in that claim than the claims about the overpoweredness of new coves. Still not sufficient to woe me.)
I whould disagree with that notion as well (and if anything whould much rather have seen a power-cut of one point of strength to assasins than a national Limit. If assasins whould be viewed as a real big problem at all, which i don't see.).
But i am just one opinion and i sure whouldn't pretend i whould be able to create the mod in a better way than Kael + Team do. And i sure will still be very fond of FFH 2 one way or the other even with some things i dislike.
Also as written i could still play with 0.33 if i like the old rules for a change in an odd game. Its polished enough to not feel bad about such a thing.
@ Zechnophobe: Kael allready hinted that he might very well change the Death 1-summon due to lore-issues with Death 1 beeing about summoning a skeleton (very hard to control if i remember rightly. In comparison to say a Zombie.)
So it might not be utterly unlikely we'll get to see a new undead + a new spell for Death 1 someday / some changelog soon.
I for one am fine with Skelletons beeing melee (couldn't think of a more fitting unitclass for them) but find specteres odd as melee and whould rather see them as a recon-type unit (that whould make Skeletons the Units with which one can pillage. Makes more sense to me anyways if one minds their state of beeing corporeal / noncorporeal respectively. Also specteres whould be turned down a tad bit. Which might be sensible. They do deliver quite an all in one package right now...).
So 2 instances were the "balance anything to death" because balance > fun crowd has have won. Sadly imo.
Don't try to discuss this much though (just an advice

If 100 people find this way overpowered because its simple to use (and was likely so hard to effectively use before than many people didn't really bother with it.) and has a big effect there is no point in a few people pointing out that its a nerf sadly. You won't really convince them.
But one thing is to consider which might give the critics credibility.
If those complainers whould have known and taken the time to actually use the real power of the old coves (grand yields from terraforming, including more food + tactical value + acess to sea-buildings for most / all of your cities) they whould have likely complained even far more. So what i wrote above isn't really a proof that their claims are wrong.
Just that the reason why those complaints were raised after a nerf seems rather very very odd. (And the main reason for the first nerf / cove enhancement was AI inability as well as player-comfort. So a very sound one.)
Especially if even just for the economic part the maths isn't all that hard...
Concensus more or less seems to be that with such coves as in 0.33. Lanun are overpowered. I whould disagree strongly (founded on extensive gametest of the old Lanun + simple math mainly and i found them a top-tier big-fun civ with the old terraforming-coves. A rather strong economic but overall ok one with the new ones and a rather mediocre to weak one overall now (because of rather weak military which is a very important aspect of FFH 2).
But that is perhaps partially offset by the new wonder and other changes. We'll soon see how it works out.). But those voices like me seem to be a minority. And Kael in that case listened to the majority calling for further nerfs. If its a good or bad thing i belive lies in the eye of the beholder.


There are quite some things speaking for listening to the majority of the userbase though regardless of the hard facts. Even if their train of thought in calling for such a change is somewhat odd.
PS: The thing with assasins is another odd one. Perhaps also founded in many people complaining in Assasins / Marksmen beeing soo over-the top. (i have to admit i overall see a bit more merit in that claim than the claims about the overpoweredness of new coves. Still not sufficient to woe me.)
I whould disagree with that notion as well (and if anything whould much rather have seen a power-cut of one point of strength to assasins than a national Limit. If assasins whould be viewed as a real big problem at all, which i don't see.).
But i am just one opinion and i sure whouldn't pretend i whould be able to create the mod in a better way than Kael + Team do. And i sure will still be very fond of FFH 2 one way or the other even with some things i dislike.
Also as written i could still play with 0.33 if i like the old rules for a change in an odd game. Its polished enough to not feel bad about such a thing.
@ Zechnophobe: Kael allready hinted that he might very well change the Death 1-summon due to lore-issues with Death 1 beeing about summoning a skeleton (very hard to control if i remember rightly. In comparison to say a Zombie.)
So it might not be utterly unlikely we'll get to see a new undead + a new spell for Death 1 someday / some changelog soon.

I for one am fine with Skelletons beeing melee (couldn't think of a more fitting unitclass for them) but find specteres odd as melee and whould rather see them as a recon-type unit (that whould make Skeletons the Units with which one can pillage. Makes more sense to me anyways if one minds their state of beeing corporeal / noncorporeal respectively. Also specteres whould be turned down a tad bit. Which might be sensible. They do deliver quite an all in one package right now...).
So 2 instances were the "balance anything to death" because balance > fun crowd has have won. Sadly imo.