Well, my point with comparing was that it felt like the AI doesnt quite do well for comparing. I have fun with em but it'd be nice to invent some more additions to play around with. The "normal" civs do have a lot more options in a wider stretch, but that's a natural result of development time. Tears are a concept which puts them into a whole new playstyle so you have been working em up from scratch...
And to clarify how I wanted to compare. I think that the Tears are very mighty once they got a few units up, since thats when their roots become an effective fortress. Then they are somewhat frozen until they reach their first T2 tech units. I believe they are quite a power-house until other civs bring in siege/recon/magic units into the picture to be able to effectively combat them.
But to compare production for an all-out war with non-cry situation after aproximately 200 turns.
While Wilds could be Fears/Envies/Distress that are quite nasty havocbringers, I'd only get aproximately one new every 5 turns with 5 cities.
As Malakim I could produce copper-enhanced warriors in two cities over 4 turns and swordsmen over 7 turns in my capitol at that. And then my research was also substantially more stable as Malakim which would yield me archers/catapults relatively soon.
But at this point, the tears could do the usual stuff of city-linking up to the border, then bombard with lust tears from the border, and while the strategy takes some time to execute, it sure would obliterate anything getting close.
Example is slightly void of detail variables but unless the total-war effect helps my Malakim civ out with reinforcements from other civs (which still is very likely to feed the Tears a whole lot of xp rather than doing any actual damage until somewhat better units come around) I'd get a bit




ed
I'm a bit tired right now, but looking at the relative realism of a biomass, I can understand the healing effect in home enviroment, however I'm seriously considering asking for the defense bonus on roots to be lowered to 1.
As you made them, most tears have some extra defensive capacity already which makes them superior for chewing up all the wood in enemy territory and then just occupy it and still be





es. While Cry doesnt work there, one can still plant roots for super-healing siege so.... yeah. Your call ^^
Good morning (its 14:40 in the afternoon here, bzzt)