The Frozen

SolisDF

Chieftain
Joined
Dec 23, 2009
Messages
8
Is it just me or do the frozen have a ridiculous advantage? I'm playing a Scion game on Noble and the Frozen seem to be able to generate a pop a turn in their cities or something, and about 5 or so tar demons... every turn. I'm massive so I can slowly and painfully grind them down, but stacks of 30+ tar demons are so huge and dull to work through that it's kind of ridiculous. Have I just somehow let them get too big, am I missing something or what?
 
I mean how do they get Tar Demons in the first place in the civilopedia it says the only way for them is to appear from a planar gate and that they require AV state religion but the frozen can only adopt the white hand (btw. love the adititon of the WH) and can't build planar gates.
 
I thought this was under the Frozen Concepts page in the pedia (but I guess I forgot to add it to the Tar Demon page). Frozen cities with the Swamp of Souls building have a chance to spawn Tar Demons in the city. (I have since significantly restricted it).

The overpopulation is not intended. Or more accurately, it's an intended mechanic that is unintentionally unbalanced. For my version I blocked units with religions from going to the Frozen and made them only get one Frozen Soul instead of two when units died (unlike Infernals, who I based the civ on, and like the Mercurians). I don't think Valkrionn has done either of those yet either. I'm also adding a diminishing returns mechanic originally created by Sephi to restrict the number of Frozen Souls as Frozen population grows.
 
For the Scions, the HUGE overpopulation is kind of exploitable, too. Out of a city of like 80 pop, I got the choice to raze it or keep it... obviously, keeping it wasn't really a viable strategy since it would get some 40 turns of anarchy, so I razed it to the ground... and could have immediately built a size 18 or so city on that very spot (I put the reborns elsewhere where they would be more useful, but still!)
 
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