Hey folks, long time player, never posted before. Of course, I've never really had a reason to, as I was very satisfied with the experience on the whole.
I jumped into Fall Further out of boredom -- I've got FfH2 pretty ironed out -- and the Austrin immediately jumped out at me as a "must play" race. The flavor is great, and it suits my preferred playstyle in mechanics.
But there are some failings. The first one is Harmatt, the race's hero, is obscenely bad. He comes in too late to be truly useful as a recon unit hinged as he is on Tracking. Frankly, as he is now (3), he should just start with the race's first settler. But I think it's salvageable; Harmatt is an explorer, right? As an explorer type hero, shouldn't he be able to pick up new tricks as he goes along?
So, starting out with the first settler and Exploration, Harmatt functions like a hero Scout who has 3 and the Adventurer promotion. When the player researches Hunting, Harmatt gains the ability to carry a Hawk like a Hunter. At Horseback Riding, Harmatt is an early adapter, gaining +1 mobility through a free promotion or item. At Warfare Harmatt is bumped up one with a free promotion or item. He gets one more bump at Blasting Powder, being the only Austrin unit that benefits from its discovery. But really, aside from the fact that he enters the game pretty late, considering his expertise, he's not at all bad. I actually have one save where I cannot see his stats because he's got so many promotions and items (and holds his own against anything shy of national units and twice+ promoted champions).
Harmatt aside, the civ's basic culture: expand, explore, and be quick about it, is great. Except that you cannot pursue a complementary tech development path even with the bonuses from the civ's unique buildings. They simply cannot keep up with the demands the units and multitudes of cities will put on you, and woe betide you if you end up at war. I'm not sure if the unique buildings simply aren't compensating hard enough, or if I'm so far ahead of the curve I'm essentially out-developing my ability to develop (I've been playing my first few games through on Noble and Prince).
The Austrin also seem to have issues with "flavor start;" I've started everywhere from the ice flows to the high desert. Not that it's truly an issue given how mobile the race is, but it can seriously cramp your starting game. A bad starting city is a no-go for the Austrin.
My final nitpick is more of a lore huh than anything else. Air I get. Shadow I get. Spirit I don't understand; but then again, the only other fits for the third type from my perspective are also as weak. Life, Body, Nature...all about as decent a pick as spirit for the race's theme.
Thanks for reading.
I jumped into Fall Further out of boredom -- I've got FfH2 pretty ironed out -- and the Austrin immediately jumped out at me as a "must play" race. The flavor is great, and it suits my preferred playstyle in mechanics.
But there are some failings. The first one is Harmatt, the race's hero, is obscenely bad. He comes in too late to be truly useful as a recon unit hinged as he is on Tracking. Frankly, as he is now (3), he should just start with the race's first settler. But I think it's salvageable; Harmatt is an explorer, right? As an explorer type hero, shouldn't he be able to pick up new tricks as he goes along?
So, starting out with the first settler and Exploration, Harmatt functions like a hero Scout who has 3 and the Adventurer promotion. When the player researches Hunting, Harmatt gains the ability to carry a Hawk like a Hunter. At Horseback Riding, Harmatt is an early adapter, gaining +1 mobility through a free promotion or item. At Warfare Harmatt is bumped up one with a free promotion or item. He gets one more bump at Blasting Powder, being the only Austrin unit that benefits from its discovery. But really, aside from the fact that he enters the game pretty late, considering his expertise, he's not at all bad. I actually have one save where I cannot see his stats because he's got so many promotions and items (and holds his own against anything shy of national units and twice+ promoted champions).
Harmatt aside, the civ's basic culture: expand, explore, and be quick about it, is great. Except that you cannot pursue a complementary tech development path even with the bonuses from the civ's unique buildings. They simply cannot keep up with the demands the units and multitudes of cities will put on you, and woe betide you if you end up at war. I'm not sure if the unique buildings simply aren't compensating hard enough, or if I'm so far ahead of the curve I'm essentially out-developing my ability to develop (I've been playing my first few games through on Noble and Prince).
The Austrin also seem to have issues with "flavor start;" I've started everywhere from the ice flows to the high desert. Not that it's truly an issue given how mobile the race is, but it can seriously cramp your starting game. A bad starting city is a no-go for the Austrin.
My final nitpick is more of a lore huh than anything else. Air I get. Shadow I get. Spirit I don't understand; but then again, the only other fits for the third type from my perspective are also as weak. Life, Body, Nature...all about as decent a pick as spirit for the race's theme.
Thanks for reading.