The Bannor

Zechnophobe

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The Bannor recently got an AI change which caused them to go for their training yards faster. This, as should have been expected, causes them to be even weaker when controlled by a computer. The sad and unfortunate thing about the guardsmen promotion, is that it is often a detriment to the unit, and only in very rare situations is it valuable. This is because the guardsmanned unit will defend even when it isn't the strongest defense in the stack. Causes it to die very quickly.

Further more, a preference towards this tech generally means it isn't persuing other more useful goals. The bannor training yard isn't a particularly good unique structure, so why bother forcing them to get it? Especially given their only good effects are down a completely different branch? (Fanaticism).

Of course, another unfortunate truth, is that the Bannor really don't have much of a chance when controlled by a human either. If you play against weak AI's and without difficult settings, you can no doubt win... as you can with any faction. However the Bannor have almost 0 things adding to their strength that isn't true of every faction. It all comes down to a hard to use civic, and a mediocre hero. In fact, it really comes down to just one tech: Fanaticism.

Fanaticism isn't a cheap tech to get. It isn't going to help you early on to sway the tide of a fight. It's really only relevent once most of the borders between empires have been created. Yours will likely be significantly smaller than others, because they had all sorts of little perks in the early game, and you had, exactly, 0.

From this tech, you get three things:

1) Donal Lugh. He's a cool idea for a hero, and any hero is generally a nice addition to an army, but Donal isn't a strategy in and of himself, like, for instance, Loki, Barnaxus, or Losha Valas are.

2) Crusade. For some reason, this civic requires many turns of Anarchy to enter. This seems to be a 'balance' to how awesome it is. Honestly, considering it's the only good thing the Bannor have going for them, I think there's enough balance elsewhere. Crusades obvious perks are basically 0 war weariness and a bonus to production. Truly a great civic for being in a war...

... Except that of course you are likely fighting from behind at this point.

3) FlagBearers. They cost as much as a champion, and give you +10 Strength (And another +10% against cities). Strictly inferior with an adept that any faction can make, casting 'enchanted blade'. Obviously you can get both effects, but it seems like a little 20% bonus like this is pretty pathetic. Minus some tech fuzz there, the flagbearer also requires you to ALREADY be at war. You can't build them up before war and then go into it. Further more, you then might have to wait for 3 turns of anarchy to change to the crusade civic.

The only other effects unique to the Bannor, are Demagogs, and their world spell that gives you a bunch (But, once again, for some odd balance reason, messes up your economy). Demagogs are at least decent units for their cost. +1 strength axemen with +25% melee strength is decent. Of course, they once again require war. Sigh.

So in a nutshell, the Bannor have only a few effects to call their own, and come after a good deal of the game has passed, the part where you set up your empire. Then those effects which should be the payoff for playing them up until then, have some pretty major drawbacks. Why is all of this true? Couldn't the Crusade civic at least be allowable from the get go, but have the world spell require Fanaticism? Maybe give them a baby demagog unit off bronze working, to go with their oh so spiffy training yards?

Every other civ has a list of toys to play with (Even the Malakim have more) but the Bannor just sit there reminding everyone of what it'd be like if there wasn't any factional variance.
 
Well, isn't the point of the Bannor in the game to be hell bent in destroying Evil? They are Crusaders and fanatics at heart and warfare has become what they are.

Also, its true that Bannor doesn't have any significant perks before Crusades, but neither do they have any deficiencies or weaknesses that would doom a player.
 
I think that Crusade should require only 1 turn of anarchy. Or even 0.

Currently it is a disaster for Sabathiel. 5 Turns of anarchy while at war? Brrrr... And you are discarding, say, social order for that.

This is especially weird cause one Bannor leader is spiritual, causing you to have 0 turns of anarchy for Capria and 5 for Sabathiel. Why are they on opposite end of spectrum?

Also, it wouldn't hurt if Crusade came a bit earlier. Currently it is a bit too late to make difference.
 
Thinking about this a bit more. Could we change Charismatic to cause you to have extra happy (like now) and extra diplomacy, and remove XP/promotion bonus.
Then add new trait, Discipline, that will require 25% XP for promotions, like Charismatic does now. Add it to both Bannor leaders, or better yet, integrate it as a part of Bannor civ.

Reason: I played a game as Sabathiel and I really, really liked the Charismatic. It made Bannors feel 'right' - less XP for promotions is so much more valuable in FfH where you get more XP overall. My troops were getting promotions quickly and many units had impressive list of promos. That is what I think Bannor army should be - well promoted units.

It made me think why this isn't expanded to other Bannor leader, when this is so crucial for Bannors, and also why does Falamar have this great trait, when it isn't his area really.
 
Well, isn't the point of the Bannor in the game to be hell bent in destroying Evil? They are Crusaders and fanatics at heart and warfare has become what they are.

Not suggesting any changes to their flavor, just their balance.

Also, its true that Bannor doesn't have any significant perks before Crusades, but neither do they have any deficiencies or weaknesses that would doom a player.

So, in a game like FFH, where each faction has a list of strengths they can play to, a lack of strengths is the same as a weakness. They don't have pirate coves, breeding pits, mud golems, two move over any terrain, a good early trait like financial or creative. They can't get happiness or production bonus' from building up a little extra cash, nor can their initial warriors attack cities more effectively then anyone else.

Heck, they also start with likely the worst starting tech: Exploration, though I admit that is a bit more subjective. Considering they want religious techs, I'd have appreciated Ancient CHants myself.
 
Thinking about this a bit more. Could we change Charismatic to cause you to have extra happy (like now) and extra diplomacy, and remove XP/promotion bonus.
Then add new trait, Discipline, that will require 25% XP for promotions, like Charismatic does now. Add it to both Bannor leaders, or better yet, integrate it as a part of Bannor civ.

Reason: I played a game as Sabathiel and I really, really liked the Charismatic. It made Bannors feel 'right' - less XP for promotions is so much more valuable in FfH where you get more XP overall. My troops were getting promotions quickly and many units had impressive list of promos. That is what I think Bannor army should be - well promoted units.

It made me think why this isn't expanded to other Bannor leader, when this is so crucial for Bannors, and also why does Falamar have this great trait, when it isn't his area really.

Hmm, what if the Training Yard for the Bannor starts their units with Valor as well as Guardsmen? Valor would still wear off as usual, but it'd fit flavorwise.
 
That could be nice, but unfortunately it would require either a schema change or would have be given in python. The currently only lets you give one promotion.


It might be better if It gives Valor instead of Guardsman, and if Guardsman is made purchasable with xp for melee and maybe also archer units. You could also make it grant the promotion onMove, so units stationed in their cities will continuously get Valor again. If so though, I'd recommend that the <bApplyFreePromotionOnMove> really needs to only give the units to units of your civ/team. I really think this change should be made anyway, so Horselord, Sinister, and Dexterous could be given out to units that upgrade to the right unitcombat without giving away their bonuses to any rival with open borders.



Making Valor the Bannor's Default Race could also be interesting.

(These new ways to give out valor would of course have to be accompanied by changing the Law spells)
 
How about just a Unique Axeman that starts with Guardsman?

Y'know what else just occurred to me? That guardsmen would go a lot better with an effect that gave a unit a withdraw chance. You could 'guard' and still live to tell the tale. Hmm. If guardsman also gave 10% withdraw, that could allow for some pretty interesting scenarios.
 
You mean defensive withdrawal? That could be interesting. Of course, currently the ability to withdraw on the defense is unit specific and cannot be modified by promotions, but extending it to promotions too sounds like a good idea to me.
 
Honestly, as much as the guardsman promotion fits the flavor of the Bannor, I think balance could be helped if, similar to the English unique power in RFC, the training yard gave drill I and II. Also, the Bannor need to have more unique units in general. I mean, they escaped from Hell. You're telling me the only difference is passionate public speakers?
 
I'd like a lot more UUs and/or UBs with the Bannor, too. But I don't think they need them for balance. At least not much... lots of dubious balance in the game as yet, esp. when considering the AI.

Anyway...

How about just a Unique Axeman that starts with Guardsman?

Someone suggested that in a previous thread, too, and I think the idea a very good one.

I also like MC's "Valor" idea.

Crusade:

I like the Anarchy - I think it helps keep "Crusade" a civic you use when you're ready for a... well, a crusade. Keeps it from casual use. Well... keeps Sabby from casual use. With a big, long war the reduction in WW means you can ruin your enemy's economy without leaving your own territory. And the production bonus is good, too. I guess I see warfare as a major part of Civ and the Bannor. And Crusade, with it's warfare bonuses, as very useful.

Flagbearers: An _additional_ +10% is nothing to sneeze at. It can mean a pretty big shift in the combat odds.
 
The Bannor are a bland civ (not lorewise). They do need a few unique units to represent their past in Hell. A few unique units-

Deacon
Available at Philosophy
The Deacon requires the temple of the state religion
Starts with Divine, Command 1 & 2, and Inquisitor

The Deacons were the first clerical order of the Bannor. The Deacons speacalized in seeking out heathens and destroying them.

Angelic Prince
Replaces Immortal
Starts with Command III, Inquisitor, Angel

The Angelic Princes were sent by Junil at the end times, when the Armageddon nears. The princes were taught by Sabathiel and are so dedicated to their work that they will not let death stop them. Upon their death, they wil return from the afterworld to the palace of their mentor.

Heavenly Guardian
Replaces Axeman
Starts with Drill I, Command I, and Guardsman

The Heavenly Guardsman were originally the elite guards in Hell. Now in Erebus they serve as guardians and ones who spread the Bannor word.
 
In keeping with the lore, perhaps give Bannor units inhrent bonuses against the Undead and Demonic Units (given all the experience they had fighting them as they left hell). Have the Bannor Training yard add +2 experience to Melee units from the start.

There should also perhaps have a UB that cuts all unhapiness significantly - I mean, given what the Bannor went through, would something like overcrowding really bother them as much as anyone else?
 
I personally think that all the unit-enabling buildings like Training Yards should provide some bonus, xp in most cases. The UBs of them should provide more.
 
You mean defensive withdrawal? That could be interesting. Of course, currently the ability to withdraw on the defense is unit specific and cannot be modified by promotions, but extending it to promotions too sounds like a good idea to me.

I'm not sure that's true. I've seen units with Homeland withdraw on defense; it's saved my ass several times.
 
I'm not sure that's true. I've seen units with Homeland withdraw on defense; it's saved my ass several times.

Yeah, all units with withdraw can do it on defense in FFH, this is not true in BTS however. Sadly, sometimes they take their whole stack with them, and sometimes they 'withdraw' many squares away...
 
In keeping with the lore, perhaps give Bannor units inhrent bonuses against the Undead and Demonic Units (given all the experience they had fighting them as they left hell). Have the Bannor Training yard add +2 experience to Melee units from the start.

There should also perhaps have a UB that cuts all unhapiness significantly - I mean, given what the Bannor went through, would something like overcrowding really bother them as much as anyone else?

I'm not sure about that per se. We can rationalize away all sorts of stuff to represent 'what they've gone through'. Let's keep it condensed to the ideas as we've seen them represented to us.
 
Donal Lugh's usefulness depends entirely on who else is in the game, and what religions they follow. If you've got Sheaim or Infernals, or (less useful) any AV or OO civ nearby, the moment you get Donal Lugh you have an infinite army. Sure, it brings your economy to a screeching halt, but who needs an economy when you're getting anywhere from 10-20 free units every turn?

The number of units recruited depends on the size of the city, for anyone who didn't know. Also, it gives the highest tech unit you can build in whatever branch, for each of the units it recruits.
 
The number of units recruited depends on the size of the city, for anyone who didn't know. Also, it gives the highest tech unit you can build in whatever branch, for each of the units it recruits.


Thanks I didnt now that....
 
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