@Klyden
Send me some savegames when you are further down that game, looks like a great game.
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I've been designing the next patch during the last few days and just played a quick test game with debug on. I've just advanced to second era and so far, none of the civs have fallen too badly behind. Death mages are hanging in there although I can't understand their building priorities - cheap improvement with no upkeep giving +50% tax, +50% science and +25% production gets built at the end of the first era. Anyway, Rjak especially is doing ok as a midsized bully, Vlad is second weakest and Mordja somewhere between the two other death mages.
In terms of power, the leading civ has ~400 points and the weakest civ ~200 points so it has been an even game. Wars have started to break out, but they have been slugging contests with very few cities trading owners. Nature mages are the strongest and it seems to be a trend of sorts.
Changes I've made regarding the death mages:
- Support: 6/10/10
- Well of Souls improvement: upkeep 0, cost 20 shields, +50% tax, +50% research, +25% production. (Amazing bargain according to everyone else but the death mages themselves)
- Essence of Death makes 3 citizens content in each city instead of 2.
- Hurry and draft mood penalties raised to normal 20 turns.
- Some death mage units come with a cheaper pricetag.
- Cog taken away from the death mages and replaced with a combined warship and transport. Tentative name Cursed Ship (4.4.4 transports 3, costs 50, enslaves into new Cursed Ships, sinks at ocean) Gonna rethink that name as it sounds so corny.
New race specific ships:
- Turtle (4.4.4 transports 6, costs 40, sinks at ocean, requires lizardmen) comes around the same time with Cogs.
- Longship (4.2.4 transports 3, costs 30, sinks at ocean, requires men) comes around the same time with Galleys (seas accessible earlier for civs with men)
- Sunhawk (8.4.5, costs 60, sinks at ocean, requires elves) comes around the same time with Galleasses/Hawk Ships.
Some changes to the units:
- Griffins turned into offensive units: 8.3.3, costs 120, ignores movement penalties on mountains, hills and swamps.
- Carrying capacity of the bird units reduced with 1. Relocating is still possible.
- Warrior Monks produced by monasteries are now 1.3.0
Some improvement and wonder balancing.
- Monasteries pushed a bit further down the tech tree and their upkeep changed to 2.
- Small balancing here and there.
Government assimilation rates are as follows:
Death 12% (they kill the citizens)
Life 8%
Nature 4%
Chaos 4%
Node appearance ratios dropped back to 240 from 300.
Most defense bonuses reduced by 20%. (for example, mountains give 80% def bonus instead of 100%)
Must be more, but I believe I've covered the major ones.
I'll release the patch in the near future. It's again a test patch and doesn't yet contain new graphics for the new units apart from the Longship that comes from Conquests. It also requires the Beta 10 Prerelease 1.
Now is your time to voice your opinions, objections to the stuff going into the patch.
