Chandrasekhar
Determined
In a fit of curiosity, I decided to take a look at those religious tier-3 units that I so often neglect. The results of my studies are pretty interesting (to me), so I thought I'd put them down.
Fellowship of Leaves: N/A
I suppose I can see the logic of not giving these guys a religious unit with Fanatacism like the others. As their Disciple of Leaves upgrades to a Ranger or a Longbowman, I've included them for reference.
Runes of Kilmorph: Paramander- 7805 *; 6 Strength, 1 Move; 120 ; requires copper and a Temple of Kilmorph.
A perfectly normal tier-3 religious unit. Not really anything to note here, except that they specifically require copper where two other religious units can make due with any metal at all.
Octopus Overlords: Stygian Guard- 7805 *; 7 Strength, 1 Move; 120 ; requires a metal and a Temple of the Overlords.
Stronger than the other units, and they start with march (there's a pedia error in there, by the way), but that keeps in tradition with the Overlords' pattern, as started by the Drown.
The Ashen Veil: Diseased Corpses- 4235 *; 6 Strength, 1 Move; 120 ; no building or resource requirements.
Yikes. These guys cost a lot less beakers, and have a potentially debilitating effect to go with it. I understand these guys are to be rebalanced in .016, but keep in mind that they don't require fanatacism like the others.
The Order: Crusader- 9555 *; 6 Strength, 1 Move, 120 ; requires a metal and a Temple of the Order.
Ouch. The high cost to get the Order in the first place combines with Fanatacism in a bad way. Almost 10000 beakers to get these guys, and there isn't much special about them.
* It's very worth noting that I'm adding the cost of founding the religion to the cost of the unit. However, only the Diseased Corpses explicitly require the founding tech. Subtracting the cost of the founding technology, we arrive at these values:
Paramander- 6235
Stygian Guard- 6235
Diseased Corpses- 0
Crusader- 6235
I'll go ahead and leave my conclusions to the next post (tomorrow), but you should be able to predict them fairly easily. I know there's nothing really revolutionary here, but the issue does deserve some discussion, I think. The unique religious units are a big part of the flavor of this game, and they're being sadly neglected as things are. For now I'll just post the stats of Rangers and Longbowmen (tier-3 units as well) for the purpose of comparison.
Ranger- 2590 beakers; 7 Strength, 2 Moves, 120 hammers; requires a Hunting Lodge.
Longbowman- 6510 beakers; 6 Strength, 1 Move, 120 ; requires a metal and an Archery Range.
I'm fully aware that these values will be rebalanced in .016, but as I don't know exactly what they'll be, I'm posting what they currently are in .015k.
Fellowship of Leaves: N/A
I suppose I can see the logic of not giving these guys a religious unit with Fanatacism like the others. As their Disciple of Leaves upgrades to a Ranger or a Longbowman, I've included them for reference.
Runes of Kilmorph: Paramander- 7805 *; 6 Strength, 1 Move; 120 ; requires copper and a Temple of Kilmorph.
A perfectly normal tier-3 religious unit. Not really anything to note here, except that they specifically require copper where two other religious units can make due with any metal at all.
Octopus Overlords: Stygian Guard- 7805 *; 7 Strength, 1 Move; 120 ; requires a metal and a Temple of the Overlords.
Stronger than the other units, and they start with march (there's a pedia error in there, by the way), but that keeps in tradition with the Overlords' pattern, as started by the Drown.
The Ashen Veil: Diseased Corpses- 4235 *; 6 Strength, 1 Move; 120 ; no building or resource requirements.
Yikes. These guys cost a lot less beakers, and have a potentially debilitating effect to go with it. I understand these guys are to be rebalanced in .016, but keep in mind that they don't require fanatacism like the others.
The Order: Crusader- 9555 *; 6 Strength, 1 Move, 120 ; requires a metal and a Temple of the Order.
Ouch. The high cost to get the Order in the first place combines with Fanatacism in a bad way. Almost 10000 beakers to get these guys, and there isn't much special about them.
* It's very worth noting that I'm adding the cost of founding the religion to the cost of the unit. However, only the Diseased Corpses explicitly require the founding tech. Subtracting the cost of the founding technology, we arrive at these values:
Paramander- 6235
Stygian Guard- 6235
Diseased Corpses- 0
Crusader- 6235
I'll go ahead and leave my conclusions to the next post (tomorrow), but you should be able to predict them fairly easily. I know there's nothing really revolutionary here, but the issue does deserve some discussion, I think. The unique religious units are a big part of the flavor of this game, and they're being sadly neglected as things are. For now I'll just post the stats of Rangers and Longbowmen (tier-3 units as well) for the purpose of comparison.
Ranger- 2590 beakers; 7 Strength, 2 Moves, 120 hammers; requires a Hunting Lodge.
Longbowman- 6510 beakers; 6 Strength, 1 Move, 120 ; requires a metal and an Archery Range.
I'm fully aware that these values will be rebalanced in .016, but as I don't know exactly what they'll be, I'm posting what they currently are in .015k.