nullspace
King
- Joined
- Aug 20, 2002
- Messages
- 728
Drift said:I think the start of second era is the hardest part of cost balancing.
So, Chaos Ettin and Earth Elemental are definite candidates for a cost reduction, EE especially - it's cost was meant to be 70 so it's extra expensive at the moment. I believe there are others as well, for example Cursed Legionaries can't stay at 45 if Chaos Ettins come down to 50 (would 50 be enough BTW?). I'm open to suggestions on the matter.
Yeah, tech advancement around there is wierd. Sage wizards get their free techs, and sometimes it takes a very long time to get your V tech, since you can only buy and sell them with wizards of your own magic type.
Those sound like good changes. I think cursed legions would be fine at 40 or even 35; they don't have bonus hp. Also, the centaur is pretty bad compared to other cavalry of the time when looking at attack power/cost, but maybe that's intended.
Beornings not upgrading to Ents was part of giving the player an option of building cheaper units, but I believe that if you feel it's redundant, I can safely change it. After all, you've been a big fan of favoring cheaper, lower level units over more expensive high tech ones.![]()
Heh, I like artillery and cheap units even in the unmodded game. That feature is much appreciated for acolytes and clerics, but having to wait until nature 8 to upgrade beornings is a bit much. If you REALLY want to keep building beornings, you don't have to research nature 5 for the ents (which takes a long time). I was crawling with beornings before I got there.
Curraghs going obsolete... Good idea, but I'm not sure how I would go about doing it. Is the unit really required BTW? Should naval expansion start with mages' first own naval vessel instead of the shared curragh? I don't play archipelagos so I'm a little biased, I guess the curragh is very useful when you start from a small island, but I've found myself starting the sea exploring with the Galley equivalents.
Curraghs get eaten by kraken before they get very far, but they're still useful for contacts if you're isolated, or general exploration if you're water elemental. I think the trick is to give them a unit to upgrade to, but don't give them the "upgrade unit" action. That way they disappear from the buildlist but can't upgrade.
One more thing about the traits: the Mystic trait doesn't make any of the shrines cheaper, and there's no government changes, so it's the weakest trait by a long shot. That was OK when only death mages had it (they had other features to make up for it), but it's wasted on the other mages. Cheap shrines are a must, the well of souls could stay at its current cost because it has lots of other features.