Orbis - the original thread

First impression Based mainly on version 0.14a. Sadly I've lost my savegames during reinstall so my "feedback" is not very precise. I'll try to do better next time.

Overall I like your mod and I think it's an improvement over standard FFH because:
more diverse combat units (archer are useful, pikes are back)
guilds
new resources

There are some things I don't like so much, or I have serious doubt about.

I. Bugs???

- A.I. tends to build 'Refined mana nodes' even when not playing mechanos. (but I've seen normal nodes as well, at least in 0.14b)

- Sometimes A.I. tends to ignore mana nodes and builds other improvements on them (I'm sure A.I has technology required to build at least some type of nodes).

- Strange names of certain Mechanos cities - KEY_TXT sth

II.Possible Balance Issues

1.Elohim

In 'vanilla' FFH they are very similar to your version, but also have tolerant trait, that allows them to build other civ's units, buildings and even a second palace.
In Fall Further according to changelogs they are quite different - improved monks / pacifism / ability to gain additional traits for visiting certain Unique Features. I really like it :) That way Elohim are imho more unique and flavorful...

Your version of Elohim seems to be normal FFH sans tolerant trait. I think that coupled with their leader traits Cre/def and phi/def makes them one of the weakest civilizations. Maybe I'm biased but defensive is the weakest of military traits - I'd take raiders or aggressive over it any time.

2.Guilds

Nice idea, nice implementation, nice variety, not so sure about balance.

a )Circle of 8

- acolytes are very effective way of conducting research. My whole empire (Sidar, Epic, Immortal) produced circa 5000 research per turn. Each acolyte was lightbulbed for about 4000 research points. So it was possible for me to make 5000+4x4000=21000 research per turn :eek:

- Potency promotion might be ok, but doesn't that make arcane trait useless?
If so. perhaps free metamagic 2 promotion for acolytes that are upgradeable to mages is bonus enough? or you could add small xp bonus for acolytes (1XP + number of metamagic nodes/2 rounded down).

b) Prospectors & 3 Field order

- it takes some time and patience, but if you have both guilds you can make supercities easily... 2 groups of 4 prospectors and 4 millers start looking for resources near my capital. If they succeed I move them to other plots, if not they keep searching till success or death (they are easy to replace anyway). Some turns later (100+) my capital is supercity, especially if I was able to construct 1000 slums :)lol: and I thought slums was something bad...)

3. Supercities and difficulty 'issue'

It's partially 'fault' of FFH, but your mod makes it much worse. Compared to normal BTS cities are really huge, size 40 or even 50 with positive health and happiness (no unyielding order, no religion specific civic or building, no gambling house) is very possible, along with great research, production and sometimes great GP generation.
Player is much better in creating/managing supercities then ai, so it's a huge advantage.

Supercities are possible mainly because:

a) happiness
It'ss not an issue, even in early-mid game.
- early religion civic is usually enough to solve most of happiness problems especially if you have incense. I dont see a reason to avoid having 6 or 5 temples (if I'm good and don't want to raise armageddon counter) in my cities.
- there are many types of resources that add happiness directly, or after city has certain buildings (brewery, etc..). Thanks to 3 field order, prospector guild, expansion, conquest and trade you'll get most of them if not all.
- the gambling house
- not many buildings or civics cause unhappiness

b) Health
Is usually harder to provide then :), but also much less important factor limiting city growth.
- there are many health resources, you'll get sooner or later
- forests give health (it's ok), but do not limit your growth as much as in normal civilization, and additionally you can keep them after building mine. You loose 1 hammer, but gain 0,5 health that way. Good deal if you ask me, especially if your religion is FoL.
- not many buildings cause sickness
- food yields are often so high, that it doesn't matter even if you loose 10 food due unhealthiness

c) Food yields & city growth

- flood plains/oasis can be vitalized (3+2 food + eventually +2/3 from farm)
- grassland + farm + resource = 6+
- forests can be turned in ancient forests
- seas + kelp + lighthouse = 3 food and 2 commerce + eventually fish/crab/calm, freshwater lake + kelp + lighthouse = 4 food and 2 commerce
- druids/archmages can transform almost anything into grassland
- buildings (warehouse, market) and civics (serfdom) that add +% of food.
- guild effect (three field order and hansa to much lesser degree)
- additional food resources discovered by millers

The abundance of food usually allows cities placed on good terrain to grow quickly since midgame, largely ignore negative penalty of unhealthiness and/or support some specialists. Later in game when you have access to more health resources/buildings, terraforming, and spells/civics cities grow even bigger and able to support dozens of specialists.

d) No limit on national wonders in city

You can build them all in one city. You don't have to choose, don't really have to specialize your capital any more. You can have ironworks, heron throne, national epic and anything other you wish.


4. Experience and promotions

Units lvl quicker and promotions are stronger. Coupled with military instructors (settled generals), buildings like ride of 9 kings, civics and barracks and alike player can train very experienced troops (4+ promotions). 4 promotions in FFH are more like 8 promotions in normal BTS, unit with 4 promotions is twice as good as non promoted one. I think it works against ai, because player can gain/preserve experienced units much better (i.e. doesn't risk them, supports them with magic, etc.)

Xp potential:

Theocracy + Apprenticeship+Conquest= 8 free xp
Stables + 2 xp
Hippodrome + 2 xp
Ride of Nine Kings + 10xp
Form of the Titan + 2xp (ok it's not easy to get this one)
= 24xp + 2 per military instructor

That's simply scary. Units with so many stars easily kill weaker ones gaining additional promotions etc.

Settled military instructors + xp civics allow player to mass produce adepts and promote them to useful mages right away.

Suggestions&loose thoughts

II.1 Elohim - not sure how hard is to change them. I like Fall Further version much better then vanilla one.
Perhaps it's not just a problem with Elohim but with defensive trait. ?

II.2.a) Acolytes - their lightbulbing capability needs to be nerfed... a lot...

II.2.b) Prospectors&Millers - ideally if they don't find anything usefull in a square, they should not be able to search again (or at least they should not be able to find anything after first try). Or their chances of success should be lower then now (2% perhaps?)
Group of 4 millers x each one with 2% chance of success = 2 finds per 25 turns in average.
Fair enough for me.

II.3.) Supercities. I think they should be much harder to create.

- there should be more :mad: to counter all :)
Perhaps more tension between religions. I doubt that followers of order would coexist with octupus overlords etc.
Some buildings should cause :mad:

- influence of resources on happiness and health could be lower. I don't know if it's possible or easy to code but factional effect would be welcome.
Example:
Gold, no forge.
- 1 source - 0,5 happiness
- 2 sources - 0,5 + 0,25 happiness
- 3 sources - 0,5 + 0,25 + 0,125 happiness
etc.

Happiness and health bonus form resources could be added then rounded up or down or normally.
Example:
2 Gold, 1 fur, 3 silver = 0,75 + 0,5 + 0,875 = 2,125 So 2 or 3 depending on method of rounding.
It cuts easy health/happy bonus, adds some value to surplus resources and to trade with other civilizations.

No idea what how to solve big food surplus.
- market and warehouse combined give +20% to food, +5% each is still a lot
- making harder for millers to find food resources
- health bonus should be harder to get
- city of 1000 slums should have really big (-5?) health penalty
- making health penalties after 5th green face bigger, like - 2 food for 6th to 10th face, -3 food for 11th+

II.4.) Experience.

Slower XP gain is needed. I've seen this option in normal FFH, but can't see this option in your mod.

- easy, free XP should be somewhat reduced.
Great generals as military instructors could give bonus to all newly produced units sans arcane. (What does general knows about spellcasting?)

All others units would get +1XP, and perhaps 1 basic promotion with 10% chance (randomly drill I. combat I, sentry, mobility I, woodsman I, guerilla I, orc/elf/dwarf slayer etc) per each instructor. So in city with 3 instructors new warrior would get for example woodsman I with 27% chance. Nothing gamebreaking...

Alternative - in cities with settled general each produced unit gets new custom promotion "trained" - +5% combat, +5% withdraw

- promotions themselves could be little weaker. Something between standard BTS and FFH.
 
@Lurker you really put a lot of thought into that post! I think some of your suggestions can be based on difficulty level. At higher difficulties I spend more time creating units rather than buildings making happiness more hard to come by earlier in the game. I think the millers/prospectors are fine as they are IMHO, its easy to say in theory to get something every 25 turns, but in practice not getting anything but baddies (which can be very disruptive at times) for 50 turns can make them seem useless...
 
sputnik323

My skill in civ is rather low.

The level I play in normal Civ is monarch and I do ok. For emperor I need superb starting position and a lot of luck to win (1 in 10 times perhaps). Emperor AI is good enough (or cheats enough) to kill me.

Feedback for Orbi is based on 2 games as Sidar
- large map, continents, end of winter, no ai buildings requirement, no ai minimum lvl's, no huts, no tech trading,
- one at epic immortal, one at deity, marathon.

It seems:
BTS Monarch=<FFH Deity<BTS Emperor

Epic immortal game I won easily enough, partially due good starting position. Strong AI wasn't aggresive enough in the beginning, when it could have won and in later stages I had supercity with huge production ,was leading in technology, had mages, hero, etc...

Marathon deity - I'm lucky because I started alone on a small continent. I'm very backwards in terms of technology, but was able to found OO, and RoK and construct City of 1000 slums. I miss many resources, many techs, many happiness increasing buildings, many religions and all guilds.
Still happines&health limit is 22, and city produces 64 food...

Tower of mastery, time and altar are disabled. So it's either cultural or religous victory for ai, at this stage I doubt it could mount succesful naval invasion. (human on other hand...)

My impression is that ai is dangerous near the beginning when it can use it's crazy production bonus to swarm you with promoted axeman etc and kill you/hamper your expansion/teching.
 
That is a lot of feedback!. Thanks a lot even if I disagree on many of them.
Anyway, here it comes.
I
Refined nodes - I am not sure what is casuing it, I really would like to know
Mechanos cities- will check it, but for now there are only 14 unique names, so that may be the cause.
Other improvements in place of nodes - I can't think of anything that I changed that may influence this. It may be general FfH problem.

II
1.Elohim - I like FF version, just not implemented it yet (together with some of mine own stuff). And they do get tolerant trait - as a civ trait. Do you say it does not work?
2. a Acolytes are not supposed to be able to research, at least not so much. That is a bug. But they are set to 1/40 of the great scientist, so unless you had a LOT of cities, I am not sure why that happened.
Potency is just for now, I want to change it. Any ideas? Twincast was suggested, but summoning is so powerfull that I do not want to give free promotion that is only useful for summoners.
b I am concerned with resource finding, but I think that current rate is quite ok. 1 in 25 turns is not so much, some complains are heard that the rate is already too low. ;) But AI probably do not know how to really use them. Same can be said for sidar specialist - it is just for players, AI has that mechanics disabled.
3. Most of the things you say is general FfH problem. Also, late game cities in BtS are quite huge, too. I.E.:
- guild effect (three field order and hansa to much lesser degree)
Guilds provide much less yeld/commerce than BtS ones. Compared to sid's sushi, hansa and even Three-field is nothing.
4. Promotions are mostly base FfH ones. Added xp for new buildings have opposite effect that the one you described. AI sucks at preserving experienced units and in normal FfH it is nothing special for players to get a unit with 200-300 xp. Some free xp is in fact better for the AI, as it can get some promotion with new units to be able to defend better against uber units.
Slower xp somehow got hidden, I will make it visible in patch c
 
Other improvements in place of nodes - I can't think of anything that I changed that may influence this. It may be general FfH problem.

I see this a lot. I think the reason is that the AI doesn't really seek out more mana unless they are empty. OR The AI often just builds towns on mana nodes just as they do on other resources they currently cannot use. I will see towns on bannanas or cows, ect. all the time.
 
yeah, AI like towns a lot.
I think I will try to add more AI weigth for agriculture to make AI actually build farms
Also, bigger yelds from mana nodes should make AI replace towns with nodes.
 
@Ahwaric - wondering what your thoughts were about my feedback on keeps getting borders and speed of upgrade... and what you have been thinking about changes to mounted and archery lines (like if you have decided to change it for certain)
 
If you really need to get that resource quickly, just build a fort on top of it. You do not have a city nearby anyway, so the yeld do not count, and keeps & castles both act as cities, so provide the resource.
I was thinking of 3 commander types, one for each stage of the improvement, but I decided to drop keep commanders. Keep is much better than fort anyway (act as ciity!), and as I currently do not know how to make commanders autoupgrade, if you do not upgrade a commander when it was in keep stage, it could get stuck as a fort commander (unless re-hired). So, I decided to drop keep commaders.

I will go with archery & mounted lines changes. Archery will be exactly as I described before, I am still thinking of mounted line. War chariots will move, of that I am sure. The end unitis will be elephants and knights. I think of the special ones you mentioned. I will probably add flying units at some point, but not sure when. I am not sure what exactly should war chariot do (and if it should be just a one type of special mounted).

For now I will keep chariot-> horseman -> horse archer -> knight/war elephant
It will make knights the top unit in the line, elephant some kind of slow mounted/melee counter and horse archers as a support units (mobile archers with weaker ranged attack)

That are quite a big changes and I have it scheduled for d. I want to keep patch c as a not save breaking and containing mostly bug fixes.
 
And they do get tolerant trait - as a civ trait. Do you say it does not work?

My mistake, it works as intended.

3. Most of the things you say is general FfH problem.

Right. Most of things I mentioned are general FFH 'problem' or a feature depending on point of view. But since you are altering/improving basic FFH in many ways (diverse pagan temples, guilds, spear/pike line and useful archery and varied terrain improvements :goodjob:) I've seen no harm in posting my suggestions.

Imho it's not one or two things that make supercities very strong&quite easy to get early, but rather combined effect of many factors.

Some free xp is in fact better for the AI

Yes if it can switch to proper civics correctly when preparing for war. I'll try to monitor ai set of civics during next games.


Keep up the good work
 
Right. Most of things I mentioned are general FFH 'problem' or a feature depending on point of view. [...] I've seen no harm in posting my suggestions.
Sure, and I appreciate it. I just wanted to explain myself :) And you are right, I have changed a lot of things in FfH, and I am going to change more...

Yes if it can switch to proper civics correctly when preparing for war. I'll try to monitor ai set of civics during next games.
Extra xp I have added comes mostly from buildings/great generals. Civics are mostly unchanged and buildings are less influenced by Ai 'adaptivility'.

I am going to release patch c tomorrow, so if anyone have any bug not addressed in changelog or mentioned here (as currently I can't fix i.e. duskwood), please post them. Next patch will include reworking of some things and will surely break saves, might also take a while...
 
playing on patch c i encounted a strange bug
seems like the malakim got their hole late-game units cut off.
including: heavy cavalry, beastmaster, marksman, archmages, tier3priests, spartatoi.
dunno if that happens with other civs too
does anyone has the same problem?

/edit
same problem with the ljosfalar ... suppose with others civs too.
exclusive bug just for me?
 
there is no such gameoption

/edit:
strange. bug has gone. i disabled all options for all my ffh2mods and modmods and restarted the orbimod. after starting a new game, the tier4 units were available again.
but reading one after one, i couldn't spot any condition that said something about tier4 units
 
Great mod, being playing it for a week now. I noticed that the khazad and the hippus were building yurts, is that supposed to happen?
 
Well, first of all thank you for all the work you've done on this mod. I've been playing it for a couple of weeks now, and it makes FFH2, my favorite TBS for the better part of six months now, even better. The one thing that always infuriated me about FFH is that the endgame techs simply did not cost enough. My "epic" games would run out of steam in no time at all, and it was always a real let down.. but with your mod, everything seems much better balanced. My games are lasting longer, flowing better, the game even seems significantly more balanced. My only complaint is that the Lizardman race seems a bit overpowered and the flavor text for Mechanos is atrocious.

Anyway, I did find a pretty game breaking bug earlier today. So apparently if you build the world wonder "Shrine of the Champion," which lets you pick a free promotion when a unit is built in the city, allows you to pick the great commander promotion over and over. Though I had a fun time spamming my enemy with ridiculously overpowered Heavy Infantry, it got old pretty quickly.

PS: What in the world are yurts for? Haven't really used them at all yet, nor looked into it. :p
 
My only complaint is that the Lizardman race seems a bit overpowered and the flavor text for Mechanos is atrocious.

I am going to tweak Mazatl a bit, but so far thinking how to achieve this without losing flavor. If you have any ideas, please let me know.
As for the text for Mechanos, I wrote it myslef, and my english is not as good as I would like it to be. Also, I was in quite a hurry ;) - they need some more work.
If you have any suggestions on how to improve it, please PM me. Or just post it here.

"Shrine of the Champion," which lets you pick a free promotion when a unit is built in the city, allows you to pick the great commander promotion over and over.

I was not aware of it, Shrine must bypass the block for leader promotions somehow. I will try to block it. Any other strange/overpowered promotions that can be gained this way? (totems etc...)

PS: What in the world are yurts for? Haven't really used them at all yet, nor looked into it. :p

Great mod, being playing it for a week now. I noticed that the khazad and the hippus were building yurts, is that supposed to happen?

Yurts are intended to be a special improvement that malakim and doviello can build on their prefered terrains, without enabling other improvements. It will eventually upgrade to bigger yurts (goum) and aduar (malakim special town)
It is also intended to be an improvement that you can build on plains lacking freshwater ("steppes" ;) ) before you get sanitation and can farm it. Towns can't be build there.
Hippus are the best civ to use them this way, as they get special bonuses to both yurts & goum yelds.
Khazad and other civs can build them, too, although it is hard to imagine a nomadic dwarves. I just hope they build other improvements when they can.
 
@Ahwaric

When playing Malakim I use your yurt-goum concept...LOVE IT! I wish that Bannor (per their lore) provided town improvements that gave defensive bonuses.

I love that Archers have b*lls in your mod. Using them right now to stave off a massive Charadon offensive.
 
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