What is the point or advantage of building Samhain?

One problem with it is that, from observation, it looks like Frostlings may have the wrong AI settings. The frostling wolf riders are good at aggressively attacking cities, but almost all the Frostlings and 100% of Frostling archers will passively dance around my borders without making any move to attack my cities or even pillage my improvements. If Frostlings had the same AI as barb warriors, they would be a lot scarier.
 
I can agree to frostling passivity and raise u a Mokka. I remember one MP game where Mokka was particularly awesome, causing problems for a Malakim AI and my Bannor neighbor, but I think it has to do with where Mokka spawns because one time I was playing as the Clan, and Mokka spawned to my west. Well, west of my is only barbs. He is as passive as a kitten with massive lethargy in that instance. I dont know wether to buff Mokka or purely mess with the AI, because it seems like certain frostlings are not always that aggressive. And mokka is just barely strong enough to not justify going out of my way to kill.

Anyways, I think we can all agree that Samhain is tactically more beneficial to build after you have built The Hand. Because the hand is a thousand times more beneficial.

It would be kinda nice if there were weaker winter priests that were buildable at a later time, or something. As it stands, the Illian game seems to rely entirely around the priests, and losing one priest is about as devastating as your opponent destroying 3 massively productive Elven FOL cities.
 
If Frostlings had the same AI as barb warriors, they would be a lot scarier.
That would be nice. It would kill off a lot of AIs at lower difficulty levels, though.

It would be kinda nice if there were weaker winter priests that were buildable at a later time, or something. As it stands, the Illian game seems to rely entirely around the priests, and losing one priest is about as devastating as your opponent destroying 3 massively productive Elven FOL cities.
It would help if The White Hand were to enable the building of the priests. So you finish the Hand and get your 3 priests, and also unlock the ability to build priests. Of course you can't build them right away because there's a national limit of 3, but when you lose one you can just rebuild it. The :hammers: value of the priests could be adjusted so as to make having to rebuild one an appropriately painful process, to encourage the exercise of proper caution with them.
 
Hmmm ... I really, really like that Idea. That way, losing a priest is still painful, but its not neccesarily game ending. If you can hold off the enemy with your two priests, or whatever you have left, you can still eventually regain all three, even if by then the advantage has been mostly lost, you dont lose those units forever, which for me is sad to lose those units.
 
Should be rather more useful in my version soon... Planning on adding the White Hand religion, and the Frostlings are going to be a new Barb civ, at peace with the White Hand. Since the religion is founded by a later ritual, they will initially attack the Illians... But as soon as the Illians convert, they will fight alongside Auric.
 
Back
Top Bottom