Unit rebalance, based primarily on Till's feedback, with the intent of making the Recon line more attractive. Hope I didn't break anything; was kind of in a rush while making the changes.-snip-
I guess this is a mistake: in the last version Agents are a national unit limited to 4, while there is no limit for Adjuncts and Behemoths.
If I drop the cost and preparation time, would that make it more viable?Still playing 1.04.
Augmentation seems inferior to just mutating units with chaos II. Mutation works instantaneously, doesn't lock down any units, and is free. The results may be unpleasant, but if you cast it on fresh lower tie units, you risk is limited. The bad ones end up as cannon fodder/garrison , and the good ones get upgraded.
Maybe i just don't have enough nodes to sufficiently increase the strength of the augmentation effect, but if you consider the investment it takes to get them, the balance is further tilted towards mutation...
I don't know, I'm not sure I like the idea that much. I'll think about it, though.One idea to improve augmentation would be to allow mages to turn slaves into siege units on the spot. This would be very helpful, as the Mekara don't have much going for them in terms of siege combat. It would also give an immediate use for slaves, which are otherwise dead weight until you get to a city with a mage guild.
I think it'd also fit the flavor of the civ.
If I drop the cost and preparation time, would that make it more viable?
Probably not. The main issue is that Chaos II requires a commitment of one or two nodes for basically the same effect for free. What you could do is buff the increase nodes give towards positive mutation; say from 1% to 3%, which would make it an actually better decision then Chaos II once you have a few nodes.
I agree with Viatos. If you drop cost and preparation time, you'll lose most of the flavor and get something that's still not really better than mutation.If I drop the cost and preparation time, would that make it more viable?
I don't know, I'm not sure I like the idea that much. I'll think about it, though.
As an aside, you can settle excess slaves in cities with a Slave Pens building (atm, they settle as citizens, giving +1each).
Hmm, not a bad idea, actually. I like it.I agree with Viatos. If you drop cost and preparation time, you'll lose most of the flavor and get something that's still not really better than mutation.
Maybe give a fixed bonus promotion, like the animal bloods, and then add a random mutation on top of it. After all these augmentations are meant to be purposeful, as opposed to random tinkering.
They should give a significant boost, making the whole enterprise worthwhile. Consider that Mekara's have no access to animal blood, that animal blood affects the whole stack, and is available much easier and earlier. So the base aspect promotion should at least be comparable in strength, if not stronger.
I have no idea how to justify it lore wise, but *something* for sieges wouldn't go amiss.
Yeah, but you need to get them there first. Difficult when your SOD is in enemy territory...
If you don't want slave siege units, maybe you could consider a portable slave->battle/war sluga converter? Having to move units from the front back home, and then back to the front again is supremely annoying, and i find it hard to believe that the Mekara war wizards wouldn't get tired of it quickly.
Maybe call it a portable lab, and make it a requirement for augmentations outside city borders as well.