WarKirby
Arty person
As always, all numbers posted here are merely ballpark figures, to be discussed and such.
Something that's bugged me about base FFH. the Calabim vampires seem a bit overpowered in some ways, but also a little static in others.
With various snippets of the lore here and there, it's looking like the way kael chose to implement them doesn't quite correlate with his own lore about them. For example, Lugus' sun sphere has no effects on them beyond the norm. This post is particularly informitive: http://forums.civfanatics.com/showpost.php?p=7856258&postcount=22
I'm thinking, a few adjustments to them would be nice. Not TOO complex, but just to make them more interesting, and also give them a few vulnerabilities.
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Sun Magic
The most obvious sun spell, is Sun II, Blinding Light. It's current effect is to remove all movement from affected units for 2 turns, holding them in place. I think vampires should be more vulnerable to this. I also think the Empyrean Priest's revelation spell should have essentially the same effect, or maybe stronger, since it's divine magic.
Effects I'd like to see:
Approx 20% damage to all affected vampires, to a maximum of 80% damage.
Affected vampires recieve the Daylight promotion
20% damage isn't too powerful, but the 80% cap would allow it to be pretty nasty if used repeatedly. It's specifically stated that sunlight doesn't kill them, so there definitely should be a cap.
The Daylight Promotion would have the following effects
-30% strength
-30% healing per turn in friendly/neutral/enemy terrain
-20% resistance to magic.
Unable to use Feast, Feed or Gift Vampirism
50% chance of wearing off per turn
I think a very high value on the healing penalty, is really needed. Because vampires have so much natural healing ability. combining the Vampire promotion with the Body II spell that they have easy access to. Plus March, priests of any religion, etc. It's not hard to get ridiculous healing rates. Vampires are capable of regenerating horribly fast, so this kind of tactic would have some use for their enemies.
As mentioned, I'd make the Revelation spell have an essentially identical effect. Since Vicars are the priests of Lugus.
As a way around this, I'd add the Daywalker promotion. This promotion would only be learnable by extremely powerful vampires (so no putting it on every single vamp soldier), and would make them immune to the above effects, and perhaps even immune to the normal blinding effect of Sun II.
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Vampire Aging.
Another thing I've always found fascinating about vampire lore, is that older vampires are generally stronger, and they seem to respect age a lot in general. I think it would be nice to reflect this.
With that in mind, I'd replace the "Vampire" promotion with a slightly more complex system, of 4 promotions.
Young Vampire
------------------------
+10% strength
-50% experience from Feasting
Can cast Feast, Feed (cannot gift vampirism)
All new vampires would start with this promotion. Similar to the current one, but weaker. Notably, it has no healing rate enhancement, cannot gift vampirism to others, and gets half experience from Feasting, making rapid levelling harder.
Since the majority of vampires would have this promotion, it would effectively reduce the power of the calabim as a whole, while not hurting their potential.
Mature Vampire
----------------------
+15% strength
+5% healing in friendly/neutral/enemy territory
+5% healing after Combat
Can Cast Feast, Feed, Gift Vampirism
A more powerful one, all vampires would automatically recieve this promotion at Level 8, and it would replace Young Vampire. This is closest to the current implementation, but has the addition of a small amount of healing after combat. I feel it makes sense, given that they would feed on their enemies.
The selection of Level 8 as the requirement, would mean that units newly gifted vampirism would usually still start as Young vampires. If a unit was level 8 or more before it became a vampire, it would start with this instead of young Vampire.
Greater Vampire
----------------------
+25% strength
+10% healing after combat
+10% healing in friendly/neutral/enemy territory
Immune to Fear, Capture
Can Cast Feast, Feed, Gift Vampirism
+20% magic resistance
Similar to the above, this would replace the previous promotion at a given level. In this case, level 14. I would also move the Vampire lord level req up a bit to 14. I know it's already far higher than the normal Immortal requirement of lv6. but vampires level so much faster that it's still not a hard target to achieve.
The Greater Vampire promotion would be a prerequisite to getting the Daywalker promo. Which would essentially mean that few other than vampire lords would have it.
Antediluvian
--------------------
+40% strength
+30% healing after combat
+20% healing in friendly/neutral/enemy territory
Respawns in capital when killed (immortal, basically)
Immune to Fear, Capture
Immune to Magic
Causes fear
Can Cast Feast, Feed, Gift Vampirism
+2 first strikes
This is, of course, extremely powerful. Antediluvian is a word I've always liked. It means something akin to Ancient one, and has biblical origins. I think it would be suitable to represent a vampire of extreme power and experience.
Similar to the others, it would replace the previous one with a level prereq. The idea here, is to have an extremely high level requirement. Not unattainable, but somethingyou have to really work for, and you're unlikely to ever get more than 1-2 units with it. I'm thinking Level 20. Is that too low?
I want to encourage levelling up individual vampires much more, rather than spamming an army of them everywhere.
------------------------
And lastly, I would remove the Death spellsphere from vampires. Because I don't feel it suits them, and is a bit overpowering.
What does everyone think of these ideas?
Something that's bugged me about base FFH. the Calabim vampires seem a bit overpowered in some ways, but also a little static in others.
With various snippets of the lore here and there, it's looking like the way kael chose to implement them doesn't quite correlate with his own lore about them. For example, Lugus' sun sphere has no effects on them beyond the norm. This post is particularly informitive: http://forums.civfanatics.com/showpost.php?p=7856258&postcount=22
I'm thinking, a few adjustments to them would be nice. Not TOO complex, but just to make them more interesting, and also give them a few vulnerabilities.
-------------------------------------------------
Sun Magic
The most obvious sun spell, is Sun II, Blinding Light. It's current effect is to remove all movement from affected units for 2 turns, holding them in place. I think vampires should be more vulnerable to this. I also think the Empyrean Priest's revelation spell should have essentially the same effect, or maybe stronger, since it's divine magic.
Effects I'd like to see:
Approx 20% damage to all affected vampires, to a maximum of 80% damage.
Affected vampires recieve the Daylight promotion
20% damage isn't too powerful, but the 80% cap would allow it to be pretty nasty if used repeatedly. It's specifically stated that sunlight doesn't kill them, so there definitely should be a cap.
The Daylight Promotion would have the following effects
-30% strength
-30% healing per turn in friendly/neutral/enemy terrain
-20% resistance to magic.
Unable to use Feast, Feed or Gift Vampirism
50% chance of wearing off per turn
I think a very high value on the healing penalty, is really needed. Because vampires have so much natural healing ability. combining the Vampire promotion with the Body II spell that they have easy access to. Plus March, priests of any religion, etc. It's not hard to get ridiculous healing rates. Vampires are capable of regenerating horribly fast, so this kind of tactic would have some use for their enemies.
As mentioned, I'd make the Revelation spell have an essentially identical effect. Since Vicars are the priests of Lugus.
As a way around this, I'd add the Daywalker promotion. This promotion would only be learnable by extremely powerful vampires (so no putting it on every single vamp soldier), and would make them immune to the above effects, and perhaps even immune to the normal blinding effect of Sun II.
-------------------------------------------------------------------------------
Vampire Aging.
Another thing I've always found fascinating about vampire lore, is that older vampires are generally stronger, and they seem to respect age a lot in general. I think it would be nice to reflect this.
With that in mind, I'd replace the "Vampire" promotion with a slightly more complex system, of 4 promotions.
Young Vampire
------------------------
+10% strength
-50% experience from Feasting
Can cast Feast, Feed (cannot gift vampirism)
All new vampires would start with this promotion. Similar to the current one, but weaker. Notably, it has no healing rate enhancement, cannot gift vampirism to others, and gets half experience from Feasting, making rapid levelling harder.
Since the majority of vampires would have this promotion, it would effectively reduce the power of the calabim as a whole, while not hurting their potential.
Mature Vampire
----------------------
+15% strength
+5% healing in friendly/neutral/enemy territory
+5% healing after Combat
Can Cast Feast, Feed, Gift Vampirism
A more powerful one, all vampires would automatically recieve this promotion at Level 8, and it would replace Young Vampire. This is closest to the current implementation, but has the addition of a small amount of healing after combat. I feel it makes sense, given that they would feed on their enemies.
The selection of Level 8 as the requirement, would mean that units newly gifted vampirism would usually still start as Young vampires. If a unit was level 8 or more before it became a vampire, it would start with this instead of young Vampire.
Greater Vampire
----------------------
+25% strength
+10% healing after combat
+10% healing in friendly/neutral/enemy territory
Immune to Fear, Capture
Can Cast Feast, Feed, Gift Vampirism
+20% magic resistance
Similar to the above, this would replace the previous promotion at a given level. In this case, level 14. I would also move the Vampire lord level req up a bit to 14. I know it's already far higher than the normal Immortal requirement of lv6. but vampires level so much faster that it's still not a hard target to achieve.
The Greater Vampire promotion would be a prerequisite to getting the Daywalker promo. Which would essentially mean that few other than vampire lords would have it.
Antediluvian
--------------------
+40% strength
+30% healing after combat
+20% healing in friendly/neutral/enemy territory
Respawns in capital when killed (immortal, basically)
Immune to Fear, Capture
Immune to Magic
Causes fear
Can Cast Feast, Feed, Gift Vampirism
+2 first strikes
This is, of course, extremely powerful. Antediluvian is a word I've always liked. It means something akin to Ancient one, and has biblical origins. I think it would be suitable to represent a vampire of extreme power and experience.
Similar to the others, it would replace the previous one with a level prereq. The idea here, is to have an extremely high level requirement. Not unattainable, but somethingyou have to really work for, and you're unlikely to ever get more than 1-2 units with it. I'm thinking Level 20. Is that too low?
I want to encourage levelling up individual vampires much more, rather than spamming an army of them everywhere.
------------------------
And lastly, I would remove the Death spellsphere from vampires. Because I don't feel it suits them, and is a bit overpowering.
What does everyone think of these ideas?