WarKirby
Arty person
I've played quite a few games with the calabim, and I'm finding them to be too powerful on the whole.
The reason for this is solely at the feet of their main UU, the Vampire. As in, the champion replacement.
For anyone not familiar, a quick summary of what they can do.
-Feed on cities. This reduces the population by 1, and gives (citysize - 3) xo to the vampire. Feeding on large cities allows them to leap to level 4 or 5 almost instantly.
-Feed on bloodpets to restore health. Actually, I think this ability sucks, and should be expanded to include any living, non vampirism, unit that you own.
-They have channeling II, and start with Death I and Body I.
Their downsides, are pretty minimal as far as I can see.
-They have 5 strength, whereas the unit they replace (champion) has 6. I believe their magic, and on average far higher experience, FAR more than makes up for this penalty though.
-They cost 50% more than a champion to build. I don't think this is an issue, because the average calabim city is significantly more capable in terms of production than most races, due to the Governors Mansions. They can have a city with no hills, mines, lumbermills, workshops, or engineer specialists, purely concentrating on food, and still have a decent production output because of the mansion. Thusly they can build vampires everywhere.
The advantages of calabim are numerous. Personally, there's oe change I'd like to see.
Most of the vampire's abilities fit well with lore, and give nice flavor. But the one I don't get, is the death magic. Most traditional vampire lores have them as faster, stronger, and healing better than humans, so the Body Magic certainly fits. But how does death magic fit in? Since when are all vampires also necromancers ?
The death magic creates a severe problem, IMO. Even if you don't build the tower of necromancy. Skeletons, although quite weak, are a permanant summon. The amount of them you can have is equal to the amount of casters in yojur empire capable of summoning them.
With most races, that's not an issue, because you have to strike some balance. You need soldiers as well as mages, and you need to give your mages death magic. But with calabim, they can create an entire army of vampires, who are capable of instantly summoning an equally large army of skeletons.
If you have 20 vampires in a stack, they can summon 20 skeletons while they're 2 tiles away from a city, then next turn move in, suicide the skeletons to weaken the defenders, and instantly create another 20 as a meat shield, so the vampires can then attack the weakened defenders with no fear of retribution. A skeleton may not be able to win most fights, but 99% of the units in the game are only capable of attacking once per turn. So every skeleton they kill is a vampire they're not killing. And that vampire can immediately replace the skeleton AND attack the now weakened unit that killed the last one.
To put it bluntly, vampires are a powerful combat unit with no limit in numbers, and giving them a summon spell also is just overkill, because it essentially doubles their numbers. I'd have no problem with vampire lords retaining death magic, since you don't get many of those, but normal vampires having it is a bit much.
I simply propose that Death I be removed from normal vampires, so that body is the only magic sphere they can use.
A champion that can use body magic, and level up indefinitely without fighting, is still an extremely powerful unit.
The reason for this is solely at the feet of their main UU, the Vampire. As in, the champion replacement.
For anyone not familiar, a quick summary of what they can do.
-Feed on cities. This reduces the population by 1, and gives (citysize - 3) xo to the vampire. Feeding on large cities allows them to leap to level 4 or 5 almost instantly.
-Feed on bloodpets to restore health. Actually, I think this ability sucks, and should be expanded to include any living, non vampirism, unit that you own.
-They have channeling II, and start with Death I and Body I.
Their downsides, are pretty minimal as far as I can see.
-They have 5 strength, whereas the unit they replace (champion) has 6. I believe their magic, and on average far higher experience, FAR more than makes up for this penalty though.
-They cost 50% more than a champion to build. I don't think this is an issue, because the average calabim city is significantly more capable in terms of production than most races, due to the Governors Mansions. They can have a city with no hills, mines, lumbermills, workshops, or engineer specialists, purely concentrating on food, and still have a decent production output because of the mansion. Thusly they can build vampires everywhere.
The advantages of calabim are numerous. Personally, there's oe change I'd like to see.
Most of the vampire's abilities fit well with lore, and give nice flavor. But the one I don't get, is the death magic. Most traditional vampire lores have them as faster, stronger, and healing better than humans, so the Body Magic certainly fits. But how does death magic fit in? Since when are all vampires also necromancers ?
The death magic creates a severe problem, IMO. Even if you don't build the tower of necromancy. Skeletons, although quite weak, are a permanant summon. The amount of them you can have is equal to the amount of casters in yojur empire capable of summoning them.
With most races, that's not an issue, because you have to strike some balance. You need soldiers as well as mages, and you need to give your mages death magic. But with calabim, they can create an entire army of vampires, who are capable of instantly summoning an equally large army of skeletons.
If you have 20 vampires in a stack, they can summon 20 skeletons while they're 2 tiles away from a city, then next turn move in, suicide the skeletons to weaken the defenders, and instantly create another 20 as a meat shield, so the vampires can then attack the weakened defenders with no fear of retribution. A skeleton may not be able to win most fights, but 99% of the units in the game are only capable of attacking once per turn. So every skeleton they kill is a vampire they're not killing. And that vampire can immediately replace the skeleton AND attack the now weakened unit that killed the last one.
To put it bluntly, vampires are a powerful combat unit with no limit in numbers, and giving them a summon spell also is just overkill, because it essentially doubles their numbers. I'd have no problem with vampire lords retaining death magic, since you don't get many of those, but normal vampires having it is a bit much.
I simply propose that Death I be removed from normal vampires, so that body is the only magic sphere they can use.
A champion that can use body magic, and level up indefinitely without fighting, is still an extremely powerful unit.