Nor'easter
Deity
- Joined
- Feb 25, 2007
- Messages
- 2,029
I posted on this in the Wild Mana forums a few months back, but the same issue also exists in RifE, so thought I'd offer feedback on this here as well.
This isn't specific to either RifE or Wild Mana, but carried over from base FfH, and doesn't seem quite right:
The Khazad and Luchuirp have as one of their unique units the Dwarven Druid, which requires Neutral alignment. Two of the four Luchuirp leaders are Good, the other two Neutral. One of the four Khazad leaders is Evil, the rest Neutral.
So if you start as a Good leader of the Luchuirp, you have to convert to Octopus Overlords to build the Dwarven Druid. The flavor doesn't seem quite right, i.e., having to convert to a religion of Asylums, Lunatics, Krakens, and water-walking demons (Stygian Guards) to build a unit whose magic relates to the Earth. (The Evil Khazad ruler would have to convert to RoK or Empyrean, which doesn't seem quite so strange, but still.)
The easiest solution would probably be to remove the alignment restriction for Dwarven Druids and, if you think it necessary, balance that by blocking the Khazad and Luchuirp from building Paladins and Eidolons.
Alternatively, you could make all the Khazad and Luchuirp leaders Neutral, but that would be a bit dull, I think.
Also, building a Dwarven Druid requires a Grove, which doesn't seem to quite fit units whose power relates to Earth magic (Crush, Earthquakes) as opposed to the Nature magic of the standard Druid. You might, therefore, consider giving the Khazad and Luchuirp a replacement UB for the Grove, e.g., Stone Circle, Megalith, Dolmen, Cromlech. Instead of +2
with Guardian of Nature, maybe +2
with Arete or another civic?
Just some thoughts. As I said, the flavor doesn't seem quite right with the steps you're sometimes required to take to build one of your UUs.
This isn't specific to either RifE or Wild Mana, but carried over from base FfH, and doesn't seem quite right:
The Khazad and Luchuirp have as one of their unique units the Dwarven Druid, which requires Neutral alignment. Two of the four Luchuirp leaders are Good, the other two Neutral. One of the four Khazad leaders is Evil, the rest Neutral.
So if you start as a Good leader of the Luchuirp, you have to convert to Octopus Overlords to build the Dwarven Druid. The flavor doesn't seem quite right, i.e., having to convert to a religion of Asylums, Lunatics, Krakens, and water-walking demons (Stygian Guards) to build a unit whose magic relates to the Earth. (The Evil Khazad ruler would have to convert to RoK or Empyrean, which doesn't seem quite so strange, but still.)
The easiest solution would probably be to remove the alignment restriction for Dwarven Druids and, if you think it necessary, balance that by blocking the Khazad and Luchuirp from building Paladins and Eidolons.
Alternatively, you could make all the Khazad and Luchuirp leaders Neutral, but that would be a bit dull, I think.
Also, building a Dwarven Druid requires a Grove, which doesn't seem to quite fit units whose power relates to Earth magic (Crush, Earthquakes) as opposed to the Nature magic of the standard Druid. You might, therefore, consider giving the Khazad and Luchuirp a replacement UB for the Grove, e.g., Stone Circle, Megalith, Dolmen, Cromlech. Instead of +2


Just some thoughts. As I said, the flavor doesn't seem quite right with the steps you're sometimes required to take to build one of your UUs.