Ahriman
Tyrant
A few thoughts on the overall tech tree as it currently stands.
1. I dislike how entire tiers of units are all available with a single tech. Feudalism is the biggest culprit here, enabling militia archers, spearmen and swordsmen for most civs. Tournaments also has a lot of units hanging off it, though some also require other techs. Imagine if Longbowmen, Rangers and Champions were all made available by the same tech in FFH. It also feels strange for flavor reasons; while it makes sense that for say Bretonnia Feudalism should be important, would this really be true for all the different civs in the Warhammer world?
Feudalism also supplies some nice civics upgrades, so feels like it provides too much for just one tech.
I'd try and move some of these units out to different techs.
2. Monster bonding is insanely expensive. While the tech for a dragon *should* be expensive given how good they are, this may be a little much, and also the beastmaster and lore of life tier3 mage require this tech at the moment. I'd reduce the cost by ~20-25%, and move these other units to different techs.
3. Hunters and Rangers are too weak, and that makes their tech path not really worth getting. I'd like to add a slight bombardment ability to them, like those on Longbowmen, and try to make them actual skirmish troops. The separate unit bonuses for forest, jungle, tundra and hills all feel a little weak. Maybe combine some of these?
4. I dislike that *every* unit line is dependent on metals. Is there no scope for a unit line that gets its full strength without any metals?
5. The high end of the tech tree still feels a little empty, and many factions only have access to 2-3 high end units. I suspect this is partly because of factions not being "done" yet, but it would be good to think about what else can be worked in. FFH has many different high-end national units (war chariot, knight, beastmaster, marksman, crossbowman, druid, eidolon, paladin, archmage, high priest, berserker) but there aren't many here.
This is particularly true for the less civilized nations; technological civs can get things from the industrial techs, chaos can get stuff from high end chaos (presumably these techs will do more eventually - the Hyperborem sprite is begging for a Bloodthirster) but other civs run out of anything interesting to research for near the top of the tree.
High level techs mostly aren't really significantly more expensive than those that precede them, so once you get to the fairly late game you can get all the high level techs fairly quickly. Though they mostly don't provide that much in the way of bonuses, so I guess they don't justify a higher cost really as it stands.
6. Partly because the lack of heroes (which I'm sure will be added) and religion units (which I hope will be added??) the general variety of units seems a little sparse. I quite liked how we had both swordsmen and axemen; swordsmen were better at attacking cities, while axemen were better at defending stacks. Diversity and combined arms useage is good.
7. While putting a cap of 5 catapults is probably a good idea for human players given how powerful they are with their bombardment ability, it does mean that the AI tends to not have enough for meaningful assaults. Most of the the time the AI just throws huge numbers of units against heavily fortified cities, without using any bombardment beforehand. FFH suffers less from this problem.
8. A lot of things come later than perhaps they should. No meaningful way to reduce city maintenance until courthouses with Civil Service means expanding beyond a handful of cities is likely to lead to a total economy crash. The AI does this pretty often, and even as a player you have to expand much slower than you're used to. No lumbermills, watermills or windmills until a very late game machinery means you'll never see these. And they're mostly pretty weak anyway, given the big bonuses to farms and mines from civics and techs.
9. Lack of victory options. While clearly civs will have their own victory options in a the Rhyes-style scenario, it would be nice if their were there were some more victory options for other games. Cultural victories are not going to be possible given how low low culture is in this mod, religion doesn't work at the moment (and inquisitors are completely superfluous) so domination/elimination is all thats left. Maybe a couple of different options; some kind of evil destroy the world option for chaos civs (from End of Times tech), and some kind of spaceship or alliance type victory using either the Alliance or Covenant systems, or just a tech victory.
Probably some others I've forgotten for now.
1. I dislike how entire tiers of units are all available with a single tech. Feudalism is the biggest culprit here, enabling militia archers, spearmen and swordsmen for most civs. Tournaments also has a lot of units hanging off it, though some also require other techs. Imagine if Longbowmen, Rangers and Champions were all made available by the same tech in FFH. It also feels strange for flavor reasons; while it makes sense that for say Bretonnia Feudalism should be important, would this really be true for all the different civs in the Warhammer world?
Feudalism also supplies some nice civics upgrades, so feels like it provides too much for just one tech.
I'd try and move some of these units out to different techs.
2. Monster bonding is insanely expensive. While the tech for a dragon *should* be expensive given how good they are, this may be a little much, and also the beastmaster and lore of life tier3 mage require this tech at the moment. I'd reduce the cost by ~20-25%, and move these other units to different techs.
3. Hunters and Rangers are too weak, and that makes their tech path not really worth getting. I'd like to add a slight bombardment ability to them, like those on Longbowmen, and try to make them actual skirmish troops. The separate unit bonuses for forest, jungle, tundra and hills all feel a little weak. Maybe combine some of these?
4. I dislike that *every* unit line is dependent on metals. Is there no scope for a unit line that gets its full strength without any metals?
5. The high end of the tech tree still feels a little empty, and many factions only have access to 2-3 high end units. I suspect this is partly because of factions not being "done" yet, but it would be good to think about what else can be worked in. FFH has many different high-end national units (war chariot, knight, beastmaster, marksman, crossbowman, druid, eidolon, paladin, archmage, high priest, berserker) but there aren't many here.
This is particularly true for the less civilized nations; technological civs can get things from the industrial techs, chaos can get stuff from high end chaos (presumably these techs will do more eventually - the Hyperborem sprite is begging for a Bloodthirster) but other civs run out of anything interesting to research for near the top of the tree.
High level techs mostly aren't really significantly more expensive than those that precede them, so once you get to the fairly late game you can get all the high level techs fairly quickly. Though they mostly don't provide that much in the way of bonuses, so I guess they don't justify a higher cost really as it stands.
6. Partly because the lack of heroes (which I'm sure will be added) and religion units (which I hope will be added??) the general variety of units seems a little sparse. I quite liked how we had both swordsmen and axemen; swordsmen were better at attacking cities, while axemen were better at defending stacks. Diversity and combined arms useage is good.
7. While putting a cap of 5 catapults is probably a good idea for human players given how powerful they are with their bombardment ability, it does mean that the AI tends to not have enough for meaningful assaults. Most of the the time the AI just throws huge numbers of units against heavily fortified cities, without using any bombardment beforehand. FFH suffers less from this problem.
8. A lot of things come later than perhaps they should. No meaningful way to reduce city maintenance until courthouses with Civil Service means expanding beyond a handful of cities is likely to lead to a total economy crash. The AI does this pretty often, and even as a player you have to expand much slower than you're used to. No lumbermills, watermills or windmills until a very late game machinery means you'll never see these. And they're mostly pretty weak anyway, given the big bonuses to farms and mines from civics and techs.
9. Lack of victory options. While clearly civs will have their own victory options in a the Rhyes-style scenario, it would be nice if their were there were some more victory options for other games. Cultural victories are not going to be possible given how low low culture is in this mod, religion doesn't work at the moment (and inquisitors are completely superfluous) so domination/elimination is all thats left. Maybe a couple of different options; some kind of evil destroy the world option for chaos civs (from End of Times tech), and some kind of spaceship or alliance type victory using either the Alliance or Covenant systems, or just a tech victory.
Probably some others I've forgotten for now.