Hello,
This critis is coupled with propositions so it is productive.
I have a solide experience of the Multiplayer in Civ IV BtS, of the solo playing in FFH2 and few of this mod (like Erebus in the Balance or Master of Mana) and a begineer experience of the Multiplayer in Erebus in the Balance, ETMP (a modmod for EitB) and Master of Mana.
My global opinion is : the changements bringed by the modsmods are often goods but totally ignore the worst overpowered things of the game. I doubt, wich is perhaps an arrogance, but I doubt that the creators of this mods have really got a true experience of competitive multiplayer game.
The mains overpowered things which i can affirm from now are :
1. The super speed of fast units and the divine Raider trait
- Totally overpowered : No defense vs that, specially with cavalery off course. Compare the situation with BtS, which is very balanced : In BtS the quickest land unit have speed 2, even the modern tank. With an additionnal, you can have speed 3, and with combat 5 (which is hard to obtain because experience is low to obtain compared to FFH2) you can have the commando promotion, to use ennemy road. As you see, it is exceptionnal units, nearly never use in multiplayer.
Only the sea unit can have speed move promotions, and only the air unit can move faster (but cannot take town...).
In FFH2 on any mod (I guess), you have :
- Cavalery who have movement 3, so they can come in your territory, pillage, and back. Or just take workers or town. You can bring this speed to 4 if you have just and adept with Body magic, which is easy to have with Civilization who have it (for exemple the Calabim).
- And the Hippis, have units who have all movement 4 naturally... and can up it to 5 with their world spell...
- When you have Horseback, you can buy promotion Move 2 for infantery and Move 3 and 4 for cavalery and I guess for Scout units...
- AND the worst joke
of this picture, is the Raider traits. With that, there is no defense, you are just totally raped. :shhh:
Just with 3 speed, a normal cavalery, you can move 6, or maybe just 5 squares. It is suffisant to take workers, pillages and back, or take a town off course. Absolutely nothing can be done, the worst is when the ennemy make this move at 00:00 of the timer. You have no time to move your units. So the ennemy can have doule movement, so double 6 speed... 12 squares movements.
- I really dont understand how the people who made modmod for take FFH2 to a multi experience could let this trait alive.
2. The magic hidding
- Furtivity of animals can be seen with recons units like hunter, so it is not too powerfull. But magic furtivity (I dont speak about Invisibility) can be see by very few units, and very late units, like the Elite marskmen (I dont remember his name).
- So, you have a faculty, which can be use with Assassin for exemple, or the Sidar Hero. You can use it when you want, you can move in the ennemy territory where you want (especially with Raider trait), you can kill workers, take city etc. So, to counter that, you need to be Empyrean (due to ratha unit who can see magic hidding), or have Elite marksmen (in each city approximately lol), or have the Perfect Sight promotion which need Combat 1, Combat 2, Increased 2, Increased View 2 and Perfect Sight (unpossible to have unless to have Vampire of very experienced unit).
3. The Kuriotates
Interesting civ but too strong due to Centaurs. So, Centaurs :
- Don't need any ressource, any bulding, but cost 60 and not 40 hammers (I guess). (Only the hippus can make this due to their ressource palace).
- Can have + 1 speed for free any turn, for i spall penaly of strenght the turn after (I dont remember how much, -1 perhaps). No other civ have this.
- The worst of all their advantages : they KEEP their bonus defense, fortifications etc. like the infantery units. Event the hippus have not this advantage. So, the Kuriotates, which are designed to be a protective, I mean, not an imperialistc civilization, have the most powerfull attacker/defender/pillager units of the Creation. They can defend any of their Three city with centaurs who can run into one of their in one turn.
4. The attack spells
- Here I am not sure of my critic, but I got the impression that there is magic attack who are too powerfull. And when I say powerful, I mean : no defense vs it.
- Take the exemple of fireball : You can use it with armurite fire bowman one per turn (two per turns if you have some mage but it is not easy !). The fireball have two movement speed, which it is ok and tactically intersting. The thinkgs I don't think balanced are : the fireball can pillages the improvements (if a squeleton is too stupid to do it, why a fireball could do that ?!), and can attack units without defense possible. I mean : you should be able to prevent a thing to come to you and attack you without defense. I'll explain proposition after.
- Now take another exemple : I have not enough experience of the game in multi in his aspect of magic combat, but I got impression that magic have a too big MASS area of attack. For exemple : the Slow spell of the Frost, make -1 to speed of all ennemy unit in any square adjacent I guess (or even on one only but it does matter). So, you can, with one, two adepts, totally block and army (except the scout or cavalery) on your territory, and you can do it every turn. There is magical defense, like the Dispell Spell, but it need Metamagic (a node rarely taked and I guess only the Armurites have it on their palace) and Canalization II (mages).
So it is too strong, and too hard to defend versus this. Things must be changed.
5. The assassin faculty
- The guard promotion is strong but nearly only the Bannor have it. So, usally you can lost all your adept/mages/priests with few units who totally destroy your strategy of attack, and let you very fragile. Something must do vs that.
6. The dived soul of the sidars
- Their faculty is too strong for attacking : it gives you 2 free movements and you can teleport after natural barrier. Moreover I dont think this feat well with the powerfull trait of sidar, the shades, and their defensive way of life.
7. The power of recon units
- Recons units are too strong in defensive purpose. They are quicker than infantery and have the same fortification bonus. It is not balanced and not their logical function (a hunter can defend land but not town).
The main critics are done now I need to propose !
1. The super speed of fast units and the divine Raider trait
- Replace Raider faculty (commando) by auto pillages (with a possibility to desactivate on each unit), +100 % of gold earned, and a small heal for each things destroyed (excluding roads, but if not possible, including road). By small healing, I mean : 1 point of heal per thing pillaged. If too hard to do, dont add this but replace by one free attack promotion for every units.
- All land units, recon units or mounted units, go from 3 or 4 speed, to 2 speed, as in civ IV. Centaurs lost their quickness faculty. Only the Hippus Keep 3 speed for their mounted units, and 4 speed with their world spell. Dont forget that, with an adept with hast, you can obtain speed 3 (moreover, with Arcane trait, adept have speed 2, which permit them to follow cavalery :jive
.
- Last things : note that forester 2, elves or dwarven promotion you can walk with two speed in forest or hills. It looks normal and you have to cut forest or construct fortress on your hills if you cant to avoid that ! Note : I propose to let the elves be able to cut their forest for this strategic problem !
2. The magic hidding
- If the hunter or even scout I guess can see the animal hidding, the adept should be able to see it too. To see magic unit you need an adept, the adept (or mages etc.) have only two squares of view, it is not much and ennemy can sneak if your territory. So, just put and adept in your front city or in strategic position, and you could see hidding units (not invisible units which need the Perfect sight promotion or the Ratha, oro ther complicated way I dont mind in my opinion).
3. The Kuriotates
- Speed go to 2, as all units, and their off course lost their defensive bonus.
4. The attack spells
- Fireballs, meteors or others destructive non sentiant things must mot be able to pillage. Any canalysation I invocations must not be able too. But all canalysation two alive, golem or undead things, must be able (it is an intersting force of the invocator strategy).
- No more totally massive spells for all unbeff spell (buffing or protecting must be keeped massive I think). The slow effect for exemple, can only strike 6 units of the pack (The mechanism can work as I guess the Fireball works : it strike the six most powerfull units, or if it is possible six random units). So with that, with enought adept, you can block a part or totally a pack in your territory or in city. 6 units for every canlisation 1 or 2, and ALL units for any unbuff spell (canalisation 1 2 and 3) use by Archmages units, because archmages are hyperpowerfull and rare to obtain ! If it is too complicated to do, just give it to canalisation 3 spells.
5. The assassin faculty
- Create a new unit : the Guardsman (or another better name) for every civ, obtain with Code of Laws, which have Guard promotion for free, a strenght of 4 but 100 % vs the assassins. (Assassins have 5/3 + 1 poison). Cost of creation : 60 hammers. Barrack required.
6. The dived soul of the sidars
- Supress the divided soul faculty and replace it with Free Spiritual Guide and a special Evasion promotion. An evasion spell, who need one TWO turns to be cast. You use it and two turn after, you are teleport to capital (You cannot move when you have used the spells). Logical and perfect for the strategy of this civilization. You can go attack ennemy, same if you lost, you know you ll can flee.
- Moreover, ill add this but it just a proposition : any sidar units in their territory have free spiritual guide promotion, but lost it outside border (not the Divided Soul who always have it).
7. The power of recon units
- Give -1 of defensive point of all hunter units, -2 to all more advanced recon units (not assassin they have already 3 at defense), and -20 % city combat strenght to all recon unit (not in the recon unit who ever have this kind of malus). As it, they can defend city but archers/infantey still stay better (but slower to come).
Conclusion :
I would like to see a modder who applicate these modifications, and permit us to have a multigame more balanced on points really very important ! I have posted this message on RealmsBoyond too : http://realmsbeyond.net/forums/showthread.php?tid=5906
And MP me if you want to play a game with any mods for FFH2 if you want.
This critis is coupled with propositions so it is productive.
I have a solide experience of the Multiplayer in Civ IV BtS, of the solo playing in FFH2 and few of this mod (like Erebus in the Balance or Master of Mana) and a begineer experience of the Multiplayer in Erebus in the Balance, ETMP (a modmod for EitB) and Master of Mana.
My global opinion is : the changements bringed by the modsmods are often goods but totally ignore the worst overpowered things of the game. I doubt, wich is perhaps an arrogance, but I doubt that the creators of this mods have really got a true experience of competitive multiplayer game.
The mains overpowered things which i can affirm from now are :
1. The super speed of fast units and the divine Raider trait
- Totally overpowered : No defense vs that, specially with cavalery off course. Compare the situation with BtS, which is very balanced : In BtS the quickest land unit have speed 2, even the modern tank. With an additionnal, you can have speed 3, and with combat 5 (which is hard to obtain because experience is low to obtain compared to FFH2) you can have the commando promotion, to use ennemy road. As you see, it is exceptionnal units, nearly never use in multiplayer.
Only the sea unit can have speed move promotions, and only the air unit can move faster (but cannot take town...).
In FFH2 on any mod (I guess), you have :
- Cavalery who have movement 3, so they can come in your territory, pillage, and back. Or just take workers or town. You can bring this speed to 4 if you have just and adept with Body magic, which is easy to have with Civilization who have it (for exemple the Calabim).
- And the Hippis, have units who have all movement 4 naturally... and can up it to 5 with their world spell...
- When you have Horseback, you can buy promotion Move 2 for infantery and Move 3 and 4 for cavalery and I guess for Scout units...
- AND the worst joke

Just with 3 speed, a normal cavalery, you can move 6, or maybe just 5 squares. It is suffisant to take workers, pillages and back, or take a town off course. Absolutely nothing can be done, the worst is when the ennemy make this move at 00:00 of the timer. You have no time to move your units. So the ennemy can have doule movement, so double 6 speed... 12 squares movements.
- I really dont understand how the people who made modmod for take FFH2 to a multi experience could let this trait alive.
2. The magic hidding
- Furtivity of animals can be seen with recons units like hunter, so it is not too powerfull. But magic furtivity (I dont speak about Invisibility) can be see by very few units, and very late units, like the Elite marskmen (I dont remember his name).
- So, you have a faculty, which can be use with Assassin for exemple, or the Sidar Hero. You can use it when you want, you can move in the ennemy territory where you want (especially with Raider trait), you can kill workers, take city etc. So, to counter that, you need to be Empyrean (due to ratha unit who can see magic hidding), or have Elite marksmen (in each city approximately lol), or have the Perfect Sight promotion which need Combat 1, Combat 2, Increased 2, Increased View 2 and Perfect Sight (unpossible to have unless to have Vampire of very experienced unit).
3. The Kuriotates
Interesting civ but too strong due to Centaurs. So, Centaurs :
- Don't need any ressource, any bulding, but cost 60 and not 40 hammers (I guess). (Only the hippus can make this due to their ressource palace).
- Can have + 1 speed for free any turn, for i spall penaly of strenght the turn after (I dont remember how much, -1 perhaps). No other civ have this.
- The worst of all their advantages : they KEEP their bonus defense, fortifications etc. like the infantery units. Event the hippus have not this advantage. So, the Kuriotates, which are designed to be a protective, I mean, not an imperialistc civilization, have the most powerfull attacker/defender/pillager units of the Creation. They can defend any of their Three city with centaurs who can run into one of their in one turn.
4. The attack spells
- Here I am not sure of my critic, but I got the impression that there is magic attack who are too powerfull. And when I say powerful, I mean : no defense vs it.
- Take the exemple of fireball : You can use it with armurite fire bowman one per turn (two per turns if you have some mage but it is not easy !). The fireball have two movement speed, which it is ok and tactically intersting. The thinkgs I don't think balanced are : the fireball can pillages the improvements (if a squeleton is too stupid to do it, why a fireball could do that ?!), and can attack units without defense possible. I mean : you should be able to prevent a thing to come to you and attack you without defense. I'll explain proposition after.
- Now take another exemple : I have not enough experience of the game in multi in his aspect of magic combat, but I got impression that magic have a too big MASS area of attack. For exemple : the Slow spell of the Frost, make -1 to speed of all ennemy unit in any square adjacent I guess (or even on one only but it does matter). So, you can, with one, two adepts, totally block and army (except the scout or cavalery) on your territory, and you can do it every turn. There is magical defense, like the Dispell Spell, but it need Metamagic (a node rarely taked and I guess only the Armurites have it on their palace) and Canalization II (mages).
So it is too strong, and too hard to defend versus this. Things must be changed.
5. The assassin faculty
- The guard promotion is strong but nearly only the Bannor have it. So, usally you can lost all your adept/mages/priests with few units who totally destroy your strategy of attack, and let you very fragile. Something must do vs that.
6. The dived soul of the sidars
- Their faculty is too strong for attacking : it gives you 2 free movements and you can teleport after natural barrier. Moreover I dont think this feat well with the powerfull trait of sidar, the shades, and their defensive way of life.
7. The power of recon units
- Recons units are too strong in defensive purpose. They are quicker than infantery and have the same fortification bonus. It is not balanced and not their logical function (a hunter can defend land but not town).
The main critics are done now I need to propose !
1. The super speed of fast units and the divine Raider trait
- Replace Raider faculty (commando) by auto pillages (with a possibility to desactivate on each unit), +100 % of gold earned, and a small heal for each things destroyed (excluding roads, but if not possible, including road). By small healing, I mean : 1 point of heal per thing pillaged. If too hard to do, dont add this but replace by one free attack promotion for every units.
- All land units, recon units or mounted units, go from 3 or 4 speed, to 2 speed, as in civ IV. Centaurs lost their quickness faculty. Only the Hippus Keep 3 speed for their mounted units, and 4 speed with their world spell. Dont forget that, with an adept with hast, you can obtain speed 3 (moreover, with Arcane trait, adept have speed 2, which permit them to follow cavalery :jive

- Last things : note that forester 2, elves or dwarven promotion you can walk with two speed in forest or hills. It looks normal and you have to cut forest or construct fortress on your hills if you cant to avoid that ! Note : I propose to let the elves be able to cut their forest for this strategic problem !
2. The magic hidding
- If the hunter or even scout I guess can see the animal hidding, the adept should be able to see it too. To see magic unit you need an adept, the adept (or mages etc.) have only two squares of view, it is not much and ennemy can sneak if your territory. So, just put and adept in your front city or in strategic position, and you could see hidding units (not invisible units which need the Perfect sight promotion or the Ratha, oro ther complicated way I dont mind in my opinion).
3. The Kuriotates
- Speed go to 2, as all units, and their off course lost their defensive bonus.
4. The attack spells
- Fireballs, meteors or others destructive non sentiant things must mot be able to pillage. Any canalysation I invocations must not be able too. But all canalysation two alive, golem or undead things, must be able (it is an intersting force of the invocator strategy).
- No more totally massive spells for all unbeff spell (buffing or protecting must be keeped massive I think). The slow effect for exemple, can only strike 6 units of the pack (The mechanism can work as I guess the Fireball works : it strike the six most powerfull units, or if it is possible six random units). So with that, with enought adept, you can block a part or totally a pack in your territory or in city. 6 units for every canlisation 1 or 2, and ALL units for any unbuff spell (canalisation 1 2 and 3) use by Archmages units, because archmages are hyperpowerfull and rare to obtain ! If it is too complicated to do, just give it to canalisation 3 spells.
5. The assassin faculty
- Create a new unit : the Guardsman (or another better name) for every civ, obtain with Code of Laws, which have Guard promotion for free, a strenght of 4 but 100 % vs the assassins. (Assassins have 5/3 + 1 poison). Cost of creation : 60 hammers. Barrack required.
6. The dived soul of the sidars
- Supress the divided soul faculty and replace it with Free Spiritual Guide and a special Evasion promotion. An evasion spell, who need one TWO turns to be cast. You use it and two turn after, you are teleport to capital (You cannot move when you have used the spells). Logical and perfect for the strategy of this civilization. You can go attack ennemy, same if you lost, you know you ll can flee.
- Moreover, ill add this but it just a proposition : any sidar units in their territory have free spiritual guide promotion, but lost it outside border (not the Divided Soul who always have it).
7. The power of recon units
- Give -1 of defensive point of all hunter units, -2 to all more advanced recon units (not assassin they have already 3 at defense), and -20 % city combat strenght to all recon unit (not in the recon unit who ever have this kind of malus). As it, they can defend city but archers/infantey still stay better (but slower to come).
Conclusion :
I would like to see a modder who applicate these modifications, and permit us to have a multigame more balanced on points really very important ! I have posted this message on RealmsBoyond too : http://realmsbeyond.net/forums/showthread.php?tid=5906
And MP me if you want to play a game with any mods for FFH2 if you want.
