Second Esus hero

Imuratep

Cultist of the Old Ones
Joined
Sep 4, 2008
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Germany
Another thing that occurred to me while playing. I like it a lot that you reintroduced espionage. Now that you can turn it off if you want noone can complain about it. Esus is made for espionage and you did a good job by giving it a lot of boni for espionage. But still Esus is missing something: a second hero. IMHO it would be quite fitting to give them an espionage hero at poison which would also be a very good thing as with him getting the new espionage promotions very quickly he could do a lot of damage to your opponents. What do you people think about that?
 
I always read that Esus needs a second hero, so why not?

But can I know why? Is it the only religion to not have two heroes? Let me make a list, so you'll be able to correct me if I'm wrong:
  • Order: Valin Phanuel, Sphener;
  • Ashen Veil: Rosier the Fallen, Messhabber of Dis;
  • Fellowship of Leaves: Kithra Kyriel, Yvain;
  • Runes of Kilmorph: Bambur, Arthendain;
  • Octopus Overlords: Saverous, Hemah;
  • Empyrean: Chalid;
  • Esus: Gibbon Goetia;
So, if we were to add a new hero for Esus, why not for Empyrean too? That is, if I'm not mistaken. I don't remember a second hero for Empy...
 
Yes sure Empy needs a second hero too. But probably the reason why most people first want a second one for Esus is that Chalid is already obscenely strong (ok in Orbis he is much weaker cause he lost pillar of Fire but he still has crown and sun affinity 2) while Gibbon is quite nice but only with the Balseraph he is really strong.
 
Why only with the Balseraphs? (Sorry to ask, I never played Esus!)

And yeah, I agree that Chalid is already pretty strong. But apart from that, Esus and Empy are really two weak religions compared to the others, aren't they? I wonder why they were left with only one hero each and not so many features.
 
Balseraph start with Mind mana and have the Puppet mechanic. Thus they can summon a puppet that can try to dominate the enemies without risking to lose the promotion with Gibbon. That way they can kill nearly everyone very early just by taking their whole army.
 
Seems like a sort of exploit, no? :lol:

Anyway, yeah, you could create a UNITCOMBAT_SPY hero unit. Would gain spy promotions really quickly. Anymore idea?
 
No it is no exploit. Kael stated somewhere that this trick was intended.
Unique hero spy promotions would be a way to go. Also you could remove Gibbon's ability to dominate cities as it is quite useless anyway. Instead this hero could be able to control a single city for a certain number of turns without dying and without having to give control to the other player. As long as he controls the city the units start barbarian (or if it is possible as units on your side with HN). Of course this action should cost a big amount of :espionage: to balance it (something about 1000 :espionage:)
 
A few of ideas spring to mind:
1) Interrogation: If the hero attacks a unit, he/she interrogates them and you gain espionage points against the owners civilization. I'd think you'd want powers that get you espionage points. This would conflict with being a pure spy unit but it is a pretty cool power. It could also just be a spell that work if the hero is on the same square as another unit. Then the interrogate spell that causes damage, gains you espionage. It could also give the enemy unit a status like "interrogated" which cripples them a little and has a 10% chance to wear off. Any unit with interrogated can't be interrogated again until it wears off.
2)Bribe: Spent money to temporarily/permanently acquire enemy unit. Very powerful but you could make it cost dependant on the value of the unit.
3)Steal Resource: Fairly self explanitory but basically allow you to redirect a resource to your civ if you are sitting on the resource. Powerful, if you are taking mana for example, but it would tie up your unit.
4)Start War: Very expensive espionage option that would instigate a war between civilizations if their relationship score was low enough.
 
Cool ideas. Though for bribe I think it would be cooler to turn the unit barbarian as otherwise a human player would see for sure that you are the one he has to attack to end the espionage assaults. Or you let the unit jump to your capital, but that's quite illogical.
 
You could make all bribed units "Hidden Nationality". Or, actually, bribed could be a status, representing units that are cowardly cut-throats. Give the unit the effects of hidden nationality, a bonus to withdraw, a penalty to strength, and a % chance to wear off and go barbarian.
 
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