FfH2 Game Balance Thread

Another little thing that came to me: Why are Devouts at Poisons? They don't use them at all. Shouldn't they be put to another technology with equivalent costs that has something to do with their flavor? I could imagine them at Medicine as according to their background they "tend the sick and dying left behind from brutal conquests of the most bellicose nations, preventing restless spirits from gathering". So he not at all concerned with poison neither as a healer nor as an assassin, but more with medicine.
 
Sorry double post.
 
1) You can't even build windmills until Engineering, and they aren't great until Machinery.
2) You need :hammers:. Grassland city with a couple hills for example.
3) You're RoK. 4 :hammers: is certainly competitive with 1/2/2.
4) Added bonus, they give resources. Dwarves with their earth mana and Arete will certainly still be spamming them, for others it's situational. A good balance, I think. Better than mines being the only sane option at least.
That sounds reassuring. :)
Thanks for the explanation.
 
With the removal of Spiritual from the Elohim, a Chirp leader and Os-Gabella, there are a lot less Spi's about than there used to be. I think it would be nice if Varn Gosam had Spi as his permanent trait and maybe Ethne had Spi replace creative.
 
Would it be possible to make Destroy Undead not able to kill Liches? It's kind of brutal that a bunch of adepts can kill your effective Archmages...
 
With the removal of Spiritual from the Elohim, a Chirp leader and Os-Gabella, there are a lot less Spi's about than there used to be. I think it would be nice if Varn Gosam had Spi as his permanent trait and maybe Ethne had Spi replace creative.

Varn Gosam HAS spiritual as his permanent trait since one of the updates of 034.
 
Is there any way to destroy equipments? I played the Elohim and I thought it would be very flavorful if they could destroy unholy artifacts like Gela because with them I don't want to use it but I also don't want it to be used by someone else.
 
Would it be possible to make Destroy Undead not able to kill Liches? It's kind of brutal that a bunch of adepts can kill your effective Archmages...
And as you need Life II for Destroy Undead it should be mages and that sounds quite fair to me.
 
disband the unit the item is on, then 'assuming the item spawns' disband the item.

You gain nothing more then following your rp but it should be possible
 
Another little thing that came to me: Why are Devouts at Poisons? They don't use them at all. Shouldn't they be put to another technology with equivalent costs that has something to do with their flavor? I could imagine them at Medicine as according to their background they "tend the sick and dying left behind from brutal conquests of the most bellicose nations, preventing restless spirits from gathering". So he not at all concerned with poison neither as a healer nor as an assassin, but more with medicine.

Well, they're the Elohim replacement for Asassin, so I imagine it was just a lack of caring to put them somewhere else.

I think Priesthood would be better though.
 
Is there any way to destroy equipments? I played the Elohim and I thought it would be very flavorful if they could destroy unholy artifacts like Gela because with them I don't want to use it but I also don't want it to be used by someone else.

This would be an awesome idea. Various artifacts like Gela, Crown of Command, Staff of Souls, Athame, and War are unholy relics. There should be a spell to destroy them, which would lower the Armageddon counter a LOT.
 
I agree, destroying unholy relics SHOULD lower the AC
 
Has anyone else gotten stomped by Alazkan? I was playing Normal/Emperor and he showed up at my borders at around turn 150, promoted up to all 4 Heroics. I only had 4 cities because barbs were thick, and Al killed every single unit I owned and left my cities to the barbs by turn 200, and he only fell below 100% health once. I had multiple Combat5 Moroi in cities, the rest at least Combat2 or Guerrilla. With his illusion ability he was not 1, but 2 Hidden Nationality units with 11 strength, Raiders, and Marksman. No way I could have survived.

How rare is it that this happens? Is he around that early often? All I have to say is "Whoa there, Al!"
 
They used to have spiritual? Why was it removed, that's a perfect trait. I was thinking of making a thread requesting to give them that.

It was taken away for balance reasons. The old spiritual did not increase exp gained. The Elohim already benefit enormously from the Priesthood tech tree. I guess it was decided giving their monks and priests (and maybe Devout? I am not sure if they are recon) free exp was too much. Now that Tolerant has been added to them, I do not think they need it.
 
Here are a few of my favourite ideas for balance & co, which this thread reminded me of :)
I included the links to the threads, so people can answer in the appropriate place.

There has been extensive discussion on Malakims, and the best solution by far IMHO was this one:
(link)
shepherds:
  • Introduce a new specialist for the Malakim, the Shepherd.
  • A shepherd produces 3 :food: and 2 :gold:.
  • Number of assignable shepherds is based on the number of unproductive desert tiles in the city radius. (desert tiles - oasis tiles - flood plain tiles)
  • One assignable shepherd for every 5 (or maybe 4?) unproductive desert tiles in the BFC.
  • Shepherds are not bonus specialists, they are assigned from the normal population pool.
Assuming a city is settled in the middle of a vast desert with the entire BFC filled with empty desert and you get 1 shepherd for every 5 tiles, that would allow you to grow a city to size 7 in a completely desolate waste land and still have 3 of that population working zero food tiles. Not too shabby. You can still terraform for better results, but you at least have the option of having a usefully sized city with some decent production potential. This is of course a worst case scenario, most cities would probably only have half that amount of empty desert.

Thematically it works well too. You essentially have a single population spread out over a vast landscape scraping what they can out of the desert and concentrating it. The shepherd's common appearance in judeo-christian mythology would seem to fit well with FFH's mythological influences as well.

- I agree that Tsunami is overpowered. I think it should be the second Water III spell, in an ideal world where we'd get additional lvl III spells. But even then it would probably have to be toned down a bit and work only from ocean coasts.
Then Cultists could cast Mutation, and Chaos II could be reverted to Summon Chaos Marauder or something...
Here are the ideas I found best: (link)
- Can't say about pillar of flames, really: I haven't tried it. But I hear it's overpowered :rolleyes: I had it as a lvl3

- I agree that Amurites should start with an adept instead of a scout. It would help them survive their weak early game, and feels really flavorful. The floating eye will allow quicker exploration, but the Amurite player probably won't get any goody huts, for fear that they might lose the adept. It should start without the initial free promo, though, so you can't use a floating eye on turn 1 and get a disproportionate advantage.

- Doviellos definitely need to be able to steal the weapons from their fallen ennemies.

- I really like my idea to allow the Doviellos to get the War Machine in a more Doviello-ish way than researching Machinery, so I'm going to post it here again :p:
(link)
Have the guy who builds the War Machine be the Doviello hero, unlocked at construction or something...
And then he upgrades to War Machine at 100xp. The tricky part is that he doesn't have the Hero promotion before that, so he has to gain that xp on the field (gathering parts ;) )
That way the War Machine is hard to get, but it doesn't require the Doviello to be a high-tech civ. It doesn't really make sense for the entire Civilization to need to understand machinery for the War Machine to appear, anyway...
 
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