Valkrionn
The Hamster King
So I have played most of the other races on Rife so far, but last night I tried The Legion to see what they are all about. I have to say that I love most of what they have and are about, but for a few fatal flaws.
1. Almost all of thier fighting units are so week on the attacking side that I find myself lining the borders of my cities with them just so when someone decides to attack they can defend and get a higher rating. This seems pretty behind the times and underpowered as most of the time the game throws enemies of 15 strength at me as soon as I start to get anywhere and I am forced to throw minion after minion "under the bus" so to speak, to stop just one unit form wreaking total havoc on my cities.
2. I like how they are limited on how many cities they can have, it makes sense to do this, but maybe it should be raised to like 6 or 8. Maybe there could be a special building you have to build later in mid game time to increase this?
3. Since they are undead maybe they should have a unit that would allow them to control the natural undead that occur from lairs and ruins. You could limit the units power by making it so you could only create 4 of them and that they can only control say 2 each. They could also be limited on what type of undead they can control by upgrades and could limit the unit by making the player acquire Necromancy and several other techs.
Besides those things I think the Legion will be the lead civs for me to play in Rife from now on.
- Melee is meant to be useless for them. Use Arcane or Disciple.
- Limit only applies to the number you can build freely. You can easily conquer new ones, and if you raze those you receive a settler you can then use to create a new city.
- D'tesh possesses the Opalus Mortalis, which allows a spell that converts the dead to your cause.
The Legion has no flaws.
Sure it does. It just has other things that make it too strong right now.
- Plot/Improvement Yield.
- I'm nerfing the amount of time it takes to auto-terraform. Strongly so. No more 5 turns and then poof, grass->plains. Expect more on the order of 25-30.
- Coupled with this, D'teshi improvements will require Wasteland to be built. New cities will be useless until they have been wasted.
- FlavorStart places them in Desert; Capital should be able to develop well, as that is just one step from Wasteland.
- Kelp will no longer be ashed. Ashing of aquatic resources in general moved back to Arcane Barge, from Fishing Boat.
- Improvement yields nerfed.
- Immunity to Health
- This will likely remain as is, frankly.
- Invisible Fort Popping/Lair Exploration
- Both will make the caster visible.
Yeah, that's probably it. I mean, I purposely avoided the actual Warrior and Axeman because they stink. I guess thought the Sentinel/etc... were Melee UU's because they didn't require a religion and I never checked.
Nope, Disciple. After 1.5, they will be Polearms, until then Disciple is the best fit.
according to the greyfox wiki chosen are 4+3death
cant say what lichs are atm, not at a pc with civ
but i think there were 5+2death or so... at least thats their values for ffh (once again, according to the ffh wiki), i think its the same in rife
yep, their casters are too strong.
Chosen at 4+3 are weaker vs undead/demons/angels than Lich at 5+2. Lich also receives free xp. Chosen do not.
The entire D'teshi arcane line does not. They are the core of your army, and should be doing the fighting... They need the strength.
You should read "In A Bright Land". It's a mindscrew and it requires a pretty solid grasp of FfH lore to follow (I have not, for instance, actually taken the time to parse out Korinna's father - "one-handed man with stars for eyes", Tarquelne indicated he was given minor mention at best.) but it goes a long way towards explaining the Scions. It all makes sense after that.
If you look closely, D'teshi mechanics are just what the Scions should have had. Fallow, generates population with HIGH efficiency instead of LOW efficiency from opponents, truly immune to health issues and terrain, possesses an effective system for dealing with food resources, powerful Arcane and Disciple lines...compare and contrast Themoch and Thanatos, the invisible stealth line and Korinna the Black Lady, The Risen Emperor and Lord D'tesh as capstones. D'teshi even get Haunted Lands spread for free.
Yeah, I'm a little bitter. It hurts that the Scions have such awesome and thorough lore, and D'tesh didn't even have an entry until recently, he was just some guy. I think even the Gem of Death is an add-on. Yet, one civ is the strongest in the game and the other kills itself with its own flavorstart and unique terrain feature...
Both civs were developed at the same time, actually.
As for your points....
- Scions can't have high efficiency, it is difficult to wake them from the Vault.
- They are not immune to health because they are not mindless. It may not truly hurt them, but it sure as hell makes them unhappy... They love their pleasures.
- Food I can sortof see, but really, goes with the health thing. They don't need it, but they WANT it.
- Arcane is similar (though inadvertantly), Disciple won't remain that way... Though the Honored Band will also become a Polearm
- Actually a lot of points of similarity there. Scions win with Korinna, however.
- D'teshi Haunted Lands won't stay that way, honestly. I like the graphic of them on Wastelands, but they'll lose all yield for them.