First, the fact that almost all high end units of the mages require a node is intentional. It's meant to emphasize the importance of resource wars. Do you think I should make one or two additional units from each mage free of node requirements? I added a few already for this version.
I've read your feedback on the units and inspired by it, redesigned some of the units. Great stuff! I don't fully agree on the upgrade chains though. My approach is that the unit's upgrade chain should be based on its function. It results in silly upgrades where two completely different units upgrade, but I can live with it if it makes the game play better and the AI have better chances of survival. Here's the current unit system: Units in
italics are free of node requirements.
Chaos
- Gap from Chaos Warrior to Chaos Ettin is pretty wide, but I'm not sure whether it's a problem. Chaos Ettin appears more early than its equivalents from other mages. Archdemons are so expensive because they can rebase from anywhere to any friendly city. Wyvern Riders and Archdemons ignore movement penalties on mountains, hills and swamps.
Footmen
Fanatic(2.1.1 - 15) -> Beastman(2.2.1 - 20) -> Chaos Warrior(4.2.1 - 30) -> Chaos Ettin(7.3.1 - 80) -> Mauler(8.4.1 - 100)
Defenders
Devil(1.3.1 - 25) -> Beholder(1.4.1 - 40) -> Guardian(2.5.1 - 60)
Cavalry
Chaos Knight(5.2.2 - 60) -> Wyvern Rider(6.3.3 - 100)
Others:
Helldrake(7.2.2atar - 200), Archdemon(10.5.2 - 200)
Death
- Death mages have a horde of enslaving units. Necromancers, Ghosts and Wraiths create 3.2.1 Crypt Skeletons, Vampires create new vampires and Shadow Demons create Wraiths. All others create Zombie Workers. I like these concepts but I'm not sure whether they are too powerful. Especially the Vampires and Shadows Demons puzzle me. Horde of them would recover its losses and be practically unstoppable. The whole footmen line is also draftable - too powerful? Nightmare riders ignore movement penalties on mountains, hills and swamps.
Footmen
Skeleton Warrior(1.1.1 - 5) -> Zombie(2.2.1 - 15) -> Shadowman(3.3.1 30) -> Cursed Legionary(5.3.1 - 50) -> Vampire(6.4.1 - 80)
Defenders
Skeleton Spearman(1.2.1 - 10) -> Necromancer(1.4.1 - 40) -> Ghost(2.5.1 - 60) -> Wraith(3.6.1 - 80)
Cavalry
Death Knight(4.2.2 - 50) -> Nightmare Rider(6.3.2 - 80)
Others:
Shadow Demon(8.4.2 - 140), Black Dragon(5.2.2atar - 160)
Nature
- Nature mages could use an early footmen - a 2.1.1 or 2.2.1 unit. Gnoll Champion -> Griffin is ridiculous, but it's the only way of not stopping the gnoll chain. I toned down their unit costs. -//-> means that the units don't upgrade but belong to the same classification. I need to think on the possible drafting. All mages can now draft 1 unit per turn and it's up to their units whether they can utilize it (currently just some death mage units and humans) Griffins ignore movement penalties on mountains, hills and swamps.
Footmen
Beorning(2.2.1 - 25) -> Ent(3.3.1 - 40) -> Earth Elemental(6.5.1 - 80) -> Forest Giant(8.5.1 - 120)
Defenders
Gnoll(1.2.2 - 15) -> Gnoll Ranger(2.3.2 - 40) -> Gnoll Champion(3.4.2 - 60) -> Griffin(4.6.3 - 120)
Flying offensive
Pterodactyl(4.1.2atar - 100) -> Great Eagle(6.1.2atar - 140) -//-> Dragon(8.3.2atar - 240)
Others
Hawk (0.0.3atar - 10), Centaur(5.3.2 - 80)
Life
- Life mages are still strong, but I increased their costs a little. Clerics, Sorcerers and Wizards enslave enemies into Acolytes. Their upgrade potential is still insane.
Defenders
Acolyte(1.2.1 - 15) -> Cleric(2.3.1 - 30) -> Sorcerer(3.4.1 - 50) -> Wizard(4.6.2 - 80)
Attackers
Protector(2.1.2 - 25) -> Bowmaster(3.2.2 - 40 -> Champion(4.2.2 - 50) -> White Rider(5.3.2 - 70) -> Paladin(8.4.3 - 100)
Others
Dragon of Light(6.3.3atar - 200)
All race units upgrade directly to the next unit in line.
Lizardmen - pillage
Skink(1.2.1 - 10)
Pike Saurus(2.3.1 - 25)
Sword Saurus(3.4.1 - 40)
Toad Mage(4.5.1 - 60)
Stegadon Rider(6.6.2 - 90)
Dark Elves - see two squares
They remain offensive, but I upped their costs a bit.
Assassin (2.1.1 - 15)
Shade (4.1.1 - 30)
Nightblade (6.2.1 - 60)
Dark Horseman (8.2.2 - 100)
Shadow Rider (10.3.3 - 140)
Elves - blitz, ignores movement penalties in forests / ancient forests
Woodsman 2.1.2 (30)
Ranger (3.2.2 - 50)
War Dancer (4.3.2 - 60)
Glade Rider (6.3.3 - 90)
Elven Lord (8.4.3 - 120)
Trolls - +2hp
Ogre (3.2.1 - 30)
Troll (4.3.1 - 50)
Ettin (6.3.1 - 80)
Giant (8.4.1 - 100)
Night Troll (10.6.1 - 140)
Orcs - +1hp
More offensive power.
Snaga (2.1.1 - 10)
Black Orc (4.2.1 - 30)
Grunt (5.3.1 - 50)
Uruk (6.4.1 - 70)
Warg Rider (7.5.3 - 100)
Men - ambhibious, draft
Basic footmen.
Tribesman (2.2.1 - 20)
Warrior (3.3.1 - 30)
Raider (4.4.1 - 40)
Executioner (5.5.1 - 60)
Longblade (6.6.1 - 80)
Dwarves - +1hp
Miner (1.3.1 - 20)
Clansman (2.4.1 - 40)
Hammerhand (3.5.1 - 60)
Berserk (4.6.1 - 80)
Thunderer (5.7.1 - 100)
Goblins
Made them offensive
Snotling (1.1.1 - 5)
Goblin Spearman (3.1.1 - 15)
Goblin Archer (4.2.1 - 25)
Wolf Rider (5.2.2 - 40)
Wolf Chariot (6.3.3 - 60)
Ok, that was quite a thing to put together, but it was immensely useful too. I can't thank you enough for this.
