FfH2 Game Balance Thread

I agree with giving the Amurites an Adept to start with instead of a Scout.

But....would a magic guy produce hostile reactions from goody huts like Warriors? I find I get about 50% hostile reactions from goody huts and often a dead Warrior. Lose your Adept and it might be a long time before you can build another.

I really like using the Scouts for exploring with their movement points, eventual ability to capture animals, and better results from a goody hut.

Now, if you give me a Scout AND an Adept to start the game as the Amurites, I'm happy, but also careful exploring goody huts with the Adept if they can have hostile results.

I know you could always build a new Scout, but that takes time in epic speed - time you lose getting to the goody huts before the AI. Also, you need defenders, Palisades, etc. I have had games where those goody huts have really helped me out a lot in the early going and I wouldn't want to miss out on them with an exploring one movement point Adept who can give hostile results. ;)
 
Smelting really isn't an industrial age tech. Smelting has been known since prehistory, and needed for even copper tools. A Saw is a relatively advanced metal tool. Saws made of copper or bronze don't really work so well, as those materials don't have high enough tensile strength. Before Smelting trees would just have to be hacked at with stone axes, which tends to pulverize part of the tree rather than cut it..

OK, Magister, you know how all of us here respect your lore knowledge, but I think Axemen/Swordsmen are comming with the bronze weapons tech as is the ability to clear a jungle, and you can chop down a forest with mining? So, bronze axes are suitable to chop down a forest, or clear jungles, but bronze saws not good enough to produce some lumber? And how on earth could someone build a boat without lumber? As I recall, the sailing tech does not need smelting...
 
I found an exploitable bug:
a) Ignite a forest on a hill and put 2 workers in the smoking forest.
b) Wait until it burns, then no worker could enter the tile but those brought there before are not expelled.
c) Build a mine, which is possible while the hill is burning.
d) The mine is finished before the fire dies. As soon as the fire is out, a burnt forest is spawned on the tile.
Voilá, a mine in the forest with +1 hammer, without you being elves.

Honestly, the bug is not so problematic, as your workes might wait quite some time for the fire to start, thus taking you even longer to build the improvement in the forest as if you were elves. Haven't tried if this also works with other improvements like farms, would be interesting to check though.
 
I found an exploitable bug:
a) Ignite a forest on a hill and put 2 workers in the smoking forest.
b) Wait until it burns, then no worker could enter the tile but those brought there before are not expelled.
c) Build a mine, which is possible while the hill is burning.
d) The mine is finished before the fire dies. As soon as the fire is out, a burnt forest is spawned on the tile.
Voilá, a mine in the forest with +1 hammer, without you being elves.

Sounds really nice to me... always amused by elven cities!
However, my workers would have harder time from now on; burnt alive yet doomed to work at the same time :D

I am not sure, but maybe Clan of Embers could exploit it even further, with their workers being orchish.
 
If that fix is really needed (read: necessary)?
That exploit (with a very small e) is very hard to pull of + unreliable (You just don't have full control of fires. Even with water mana tossed into the mix, which is also more or less mandatory to make meaningful use of that. Full Stop.) and requires considerable investment (even for Embers which has it by far the easiest to pull that one off at KotE). The micro is intense for most (except to an extent again for embers) and the payoff is capped.

You'll never really compare to the elves in the end (with perhaps the notable exception of the Kuoritates, but for those its more of a further needed boost.)

Add to that, the effect of the Agriculture civic (which is the economic civic of choice for many situations / civs) on hammers in farmed tiles and that riverside commerce bonus is lost and its not really beyond any restraints.

So all in all imo no need to fix it...

No need to hysterically call for a nerf for anything that seems a bit! odd... There are still enough more serious issues to talk about. (Like Doviello weakness + dual unpopularity (least liked and most hated... The polls were clear on the matter beyond much doubt.))

If it is easy to fix fine (since it feels odd, given. Looks is really the only thing problematic here.). If not its no real impedement of anything mechanically. honestly...

In so far i even think this issue would be better placed in the cosmetic issues thread. (both in terms of priority and in terms of where it fits best...)
 
Only those who never played Doviello (the right way, which involves DoWing everyone who isn't in a tree in three seconds) think they're underpowered. I played them and was amazed.
 
Balance suggestion:

The necessary culture for border expansions further out than the fat cross should be increased.
 
Only those who never played Doviello (the right way, which involves DoWing everyone who isn't in a tree in three seconds) think they're underpowered. I played them and was amazed.
Yeah I think you either like them or you don't. They require a certain play style and if you play them the wrong way they can seem like they are underpowered.
I don't think they are many peoples favorite civ. I like to play them (and I actually prefer Charadon, which don't seem common) but they aren't my favorite civ.
 
Yet the criteria that very few players like that civ as favorite was the explicit one (and basically only) criteria Kael cited what would spark a reason for him to give them something! nice.
And it has been proven beyond doubt that they don't appeal very much to a lot of players (in fact the numbers where near to nonexistence)


So maybe even (or especially) those players liking the Doviello should stop fervently defending that they are alright because the only chance that Kael will ever again look into that civ.
Is that really such a horrible prospect?
Do you really fear them to get overpowered one day if the team would look at them again?
We don't say they are underpowered (since Kael has dismissed that case as largely inconsequential) just that playing them is unfun especially if compared to any other civ (thats a whopping 20!).
So instead of seeing this as a crusade against your "beloved doviello" you should start to view our efforts as something with the ultimate goal of helping those very people who actively enjoy that civ.
And add some others to them.
If you could live! with such a thing you might actually want to stop to whitewash the issue. There is something wrong with them. That is appeal. At least. If you don't believe so, see the numbers for yourselves. They had a magin beyond any doubt. No matter of denying will get them away. Only a new poll with a different outcome might (and that whould be a sad effort indeed imo. You can get that points together by yourselves i think.).
Add longterm neglect in design-terms to that (even admitted but announced as something likely to stay thanks to feature lock.)
And it can be fixed without breaking them. Rest assured (There even had been some suggestions which Kael stated he liked).
And FFH2 would feel more complete if that lacking point would be fixed.


The only players who actually should voice there doubts are those who think that the doviello are a civ with a fine appeal that are in serious danger of getting overpowered by a small treat.
Unless you actually like to hurt your own interest / favorite civ or horribly dislike any positive change on them.


@ Err0l: And i played them and found them abysmal (but then i am not a warmonger so they might actually be a civ which doesn't really suite my playstyle.).
So your point doesn't really stand. Also i don't like someone calling everyone elses perspective as nonexist or invalid.
Note that its shared by many which makes it highly unlikely that your point really could possibly hold any water (since there was also a poll about the least liked which the doviello clearly topped by a wide margin which indicates that quite a number of players have actively tested them and found them least to their liking.).


Kael has advertised them once as a good civ for showcasing (soft entry to smooth the learning curve.).
But given that they are so disliked and nonfavored that might actually be the worst recomendation possible
(and honestly the elves, the bannor, the orcs and especially the hippus (both leaders are stellar here) fit better by a wide margin.
Depending on the player at hand and her / his preferences.
I whould never ever reccomend someone to start with the wolf-people.
Especially not Chardaron.
Unless i really want to turn that one person off. Because the alternatives are so by miles more appealing. Which i couldn't picture myself doing.).
Because it might turn people off if the results of the polls hold any water.
(Imo those civs if really intended as a showcase / introduction should receive special care and careful consideration instead of neglect. And here the suggestions were not about actually making them much complicated. Just adding some direly needed extra beef.)
 
I really think that Naval units need to be able to get Blitz. BtS added this ability, but FfH still has not. (In FfH this would also mean letting ships get Drill III and IV.)

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I'm thinking that the Sundered promotion should have Channeling 2 as a prerequisite. It is pretty much a wasted promotion if demons without access to spells, like Tar Demons, take it.

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The Phalanx unit isn't nearly good enough to warrant the research cost of Mithril Weapons, especially now that the tech provides nothing else. I'm thinking that tech should be eliminated and the unit moved down to Mithril Working (which could become a little more expensive).

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I just got to wondering if maybe Gift Vampirism spell should be switched around so that the unit getting vampirism would cast it instead of having a vampire cast it on a whole stack. The game could run slightly faster this way, as the python for the spell (or spells, if Moroi should still be able to accept the dark gift sooner) could be eliminated and changed to an XML only spell like this:
Code:
        <SpellInfo>
            <Type>SPELL_ACCEPT_DARK_GIFT</Type>
            <Description>TXT_KEY_SPELL_GIFT_VAMPIRISM</Description>
            <Civilopedia>TXT_KEY_SPELL_GIFT_VAMPIRISM_PEDIA</Civilopedia>
            <Help>TXT_KEY_SPELL_GIFT_VAMPIRISM_HELP</Help>
            <PromotionInStackPrereq>PROMOTION_VAMPIRE</PromotionInStackPrereq>
            <bAllowAI>1</bAllowAI>
            <bCasterMustBeAlive>1</bCasterMustBeAlive>
            <bCasterNoDuration>1</bCasterNoDuration>
            <iCasterMinLevel>6</iCasterMinLevel>
            <AddPromotionType1>PROMOTION_VAMPIRE</AddPromotionType1>
            <bBuffCasterOnly>1</bBuffCasterOnly>
            <bHasCasted>1</bHasCasted>
            <bAbility>1</bAbility>
            <Effect>EFFECT_SPELL1</Effect>
            <Sound>AS3D_SPELL_GIFT_VAMPIRISM</Sound>
            <Button>Art/Interface/Buttons/Spells/Giftvampirism.dds</Button>
        </SpellInfo>
        <SpellInfo>
            <Type>SPELL_ACCEPT_DARK_GIFT_MOROI</Type>
            <Description>TXT_KEY_SPELL_GIFT_VAMPIRISM</Description>
            <Civilopedia>TXT_KEY_SPELL_GIFT_VAMPIRISM_PEDIA</Civilopedia>
            <Help>TXT_KEY_SPELL_GIFT_VAMPIRISM_HELP</Help>
            <PromotionInStackPrereq>PROMOTION_VAMPIRE</PromotionInStackPrereq>
            <UnitPrereq>UNIT_MOROI</UnitPrereq>
            <bAllowAI>1</bAllowAI>
            <bCasterMustBeAlive>1</bCasterMustBeAlive>
            <bCasterNoDuration>1</bCasterNoDuration>
            <iCasterMinLevel>4</iCasterMinLevel>
            <AddPromotionType1>PROMOTION_VAMPIRE</AddPromotionType1>
            <bBuffCasterOnly>1</bBuffCasterOnly>
            <bHasCasted>1</bHasCasted>
            <bAbility>1</bAbility>
            <Effect>EFFECT_SPELL1</Effect>
            <Sound>AS3D_SPELL_GIFT_VAMPIRISM</Sound>
            <bGraphicalOnly>1</bGraphicalOnly>
            <Button>Art/Interface/Buttons/Spells/Giftvampirism.dds</Button>
        </SpellInfo>
 
Yet the criteria that very few players like that civ as favorite was the explicit one (and basically only) criteria Kael cited what would spark a reason for him to give them something! nice.
And it has been proven beyond doubt that they don't appeal very much to a lot of players (in fact the numbers where near to nonexistence)

May be true. I don't know of much players that like the Doviello.


So maybe even (or especially) those players liking the Doviello should stop fervently defending that they are alright because the only chance that Kael will ever again look into that civ.
Is that really such a horrible prospect?
Do you really fear them to get overpowered one day if the team would look at them again?
We don't say they are underpowered (since Kael has dismissed that case as largely inconsequential) just that playing them is unfun especially if compared to any other civ (thats a whopping 20!).

I can see that playing them exclusively is guaranteed to be boring. And, in fact, if you look at what the Clan of Embers gets, you get a bit jealous. Nothing that the Doviello have can compare to doubled unit production.
And in FFH2, "alright" is too weak, as one of the design basics is to make everything overpowered.

So instead of seeing this as a crusade against your "beloved doviello" you should start to view our efforts as something with the ultimate goal of helping those very people who actively enjoy that civ.
And add some others to them.
If you could live! with such a thing you might actually want to stop to whitewash the issue. There is something wrong with them. That is appeal. At least. If you don't believe so, see the numbers for yourselves. They had a magin beyond any doubt. No matter of denying will get them away. Only a new poll with a different outcome might (and that whould be a sad effort indeed imo. You can get that points together by yourselves i think.).
Add longterm neglect in design-terms to that (even admitted but announced as something likely to stay thanks to feature lock.)
And it can be fixed without breaking them. Rest assured (There even had been some suggestions which Kael stated he liked).
And FFH2 would feel more complete if that lacking point would be fixed.

The only players who actually should voice there doubts are those who think that the doviello are a civ with a fine appeal that are in serious danger of getting overpowered by a small treat.
Unless you actually like to hurt your own interest / favorite civ or horribly dislike any positive change on them.

I am not fundamentally against giving the Doviello a buff, I made multiple suggestions in some other thread. And they don't have something completely unique yet, only smaller changes from vanilla. And I believe that every civ should have a completely unique mechanic. At the moment they are kind of bland, like the Elohim or Malakim.

@ Err0l: And i played them and found them abysmal (but then i am not a warmonger so they might actually be a civ which doesn't really suite my playstyle.).
So your point doesn't really stand. Also i don't like someone calling everyone elses perspective as nonexist or invalid.
Note that its shared by many which makes it highly unlikely that your point really could possibly hold any water (since there was also a poll about the least liked which the doviello clearly topped by a wide margin which indicates that quite a number of players have actively tested them and found them least to their liking.).

My post was written up slightly hastily. And it is only natural that a peacemonger can't get warm with the Doviello, like a warmonger wouldn't get warm with the Kuriotates. And, well... there are 21 civs, and everyone has favorites and "bad civs" there. And I envision that the majority of the people want to tech a bit too, which is just not as possible with the Doviello.

Don't rely too much on polls on the internet.

Kael has advertised them once as a good civ for showcasing (soft entry to smooth the learning curve.).
But given that they are so disliked and nonfavored that might actually be the worst recomendation possible
(and honestly the elves, the bannor, the orcs and especially the hippus (both leaders are stellar here) fit better by a wide margin.
Depending on the player at hand and her / his preferences.
I whould never ever reccomend someone to start with the wolf-people.
Especially not Chardaron.
Unless i really want to turn that one person off. Because the alternatives are so by miles more appealing. Which i couldn't picture myself doing.).
Because it might turn people off if the results of the polls hold any water.
(Imo those civs if really intended as a showcase / introduction should receive special care and careful consideration instead of neglect. And here the suggestions were not about actually making them much complicated. Just adding some direly needed extra beef.)

Doviello are not having any unique mechanics and are therefore easier to handle than say, the Luchuirp. If your chosen person is a warmonger, I'd recommend him the pack. Among others, like the Clan.
 
Yet the criteria that very few players like that civ as favorite was the explicit one (and basically only) criteria Kael cited what would spark a reason for him to give them something! nice.
And it has been proven beyond doubt that they don't appeal very much to a lot of players (in fact the numbers where near to nonexistence)
Does everyone have to like every civ? Does every civ have to be liked by the same mount of people? I think not, and I don't think Kael has intended it to be so.

The only players who actually should voice there doubts are those who think that the doviello are a civ with a fine appeal that are in serious danger of getting overpowered by a small treat.
Unless you actually like to hurt your own interest / favorite civ or horribly dislike any positive change on them.
I always voice my opinion when I see a danger of a balance shift or when I think there is one. I am of the opinion that this game should strive for as good balance as possible since it is a great multiplayer game, and even the slightest imbalance can ruin that experience. And this is a tricky question. But as long as something has counters, or forces you to forgoe other valued things there can be balance in overpowered "parts" of the machine. Very tricky with a game this complex with so many mechanics and gameplay aspects.

-----------------------------


I do agree that Doviello might need something to make have a bit more appeal. Some nice mechanic. I also think wolves and their worldspell needs more tweaking.


On the whole Charadon vs Mahala debate; I don't really think that Charadon is that much worse than Mahala. I used to be of the opinion that Aggressive isn't as good of a trait as Raiders, but with the loss of the +1 XP of raiders I no longer think so. Aggressive is one of those traits I always miss having when I don't have it, along with Spiritual and Philosophical.

I do think that giving Charadon Charismatic would be thematically correct, but horribly overpowering. Though that might require intense playtesting to get a feel for if it is.
 
I really think that the religion weightings need reviewing. I generally think that they are way too low. I'm not saying that the game should be completely deterministic, but they should be increased.

Flauros should really have the Council of Esus as his favorite religion, not Octopus Overlords. The Calabim leaders should dislike the Empyrean more too, imho.


I really think that there should be some very negative events that happen in Calabim cities when the Empyrean is present.
 
I think catapults are still overpowered. Either the retreat chance or the number of units receiving collateral damage needs to be decreased. Furthermore, AI doesn't know how to use them defensively, which gives human players a huge advantage. I was playing today and a 6 unit Lanun stack just turned away from my city defended by a single archer after being hit by 2 catapults.
 
First of all, apologies to all the 'don't nerf magic!!1!' colleagues.

I've started to shy away from the Overlords, just because they have the easy access to the monstrously powerful early mass damage ability. It is really not easy not to click the button when you have it, although I try not to.. Two Cultists with whatever units are unstoppable. I don't remember even a single instance of the AI using tsunami against me in the two years I've played!

I'm not an expert on geological matters, but I know that tsunami(e)(s) happen after underwater earthquakes. For devastating ones, they have to happen in large bodies of water (seas), and also quite deep or at least far way from the coast. (The following suggestions are quite possibly impossible to implement)

1) The body of water triggering tsunami must have an ocean tile. Or..
2) If only coastal tiles (lakes) a third of the damage is dealt. Or..
2) The power of tsunami is water tile number dependent. Perhaps 5% damage per water tile until the cap is reached?
 
For Charadon you must not forget Barbarian. For me it is the an advantage equal to Aggressive that Charadon above Mahala, because when you raze everything as you will do as a Doviello otherwise barbarians become a real annoyance because they are in fact everywhere, so will have to leave troops in your cities that could be used to attack your opponents.
In fact the Doviello ARE my favorite civ and I don't have more fun with any other civilization. And yes I fear them getting filled with unnecessary features. The Doviello aren't thought for the same player type as the Kuriotates and thus don't need a million shiny features. The only thing that should be improved is the Worldspell, but that's it (Not even Charismatic for Charadon despite my earlier posts in the Doviello thread. I won several games with this and with Charismatic Charadon is nearly invincible. Or would you want to get killed about turn 10-20 without being able to do anything?)
 
Anyway... Industrious seems underpowered.

Slightly undepowered, yes. Maybe it needs a small bonus like +1 hammer on a tile which already produces 5 hammers (mined resource on a hill stuff).

I really think that the religion weightings need reviewing. I generally think that they are way too low.

I do dislike the overabundance of RoK and FoL.
 
You can't go around comparing traits to each other, you have to compare the leaders which use the traits. So are the leaders with Industrious worse?

In the case of Capria, it's another play style. She has a increased chance to get Form of the Titan compared to Sabathiel, faster Heroic Epic, etc.
In the case of Arturus it's definitely not underpowered. Ever seen a city of a thousand slums Arturus city? Man the hammers. (also, consider him with Form of Titan, the Command Post (he's organized), Brewery Wonder (+2 dwarven XP), and the +Iron RoK wonder).

Sandalphon really works well with Ind. He works well with Great Library, Guild of Hammers and that Theatre that boosts Bards.

With Cassiel you can change from it after aprox 100 turns. But maybe you want to rush for the Pact of Nilhorn before then? By all means you are more able cause of Ind.

With Perpentach you might get Ind, and then you could go for wonders if you are going for a cultural victory.

Etc.. etc..

I don't think Industrious needs a boost, but maybe the game needs a few more wonders?
 
I agree on more wonders especially early ones. But as this would be a new feature, I don't think we will have in FFH. That's why I tend to think simple: +25%-50% :hammers: on workers is something that I miss in FFH anyway as in vanilla expansive was one of my favorite traits (though I always thought it would be more fitting for industrious). Another possibility would be to let the workers start with the skilled promotion from ff (that combines skilled I-III), because industrious seems to be quality not quantity.
 
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