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Re: Conceptual Balance Mod 1.6
Well, I don't know much about underwater nations, having only played two UW games and hating them both. Once again, I don't claim to be some kind of expert, I just thought it would be interesting to have discussion of nation balance with some kind of starting point.
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Re: Conceptual Balance Mod 1.6
Alpine:
I think your list isn't sufficiently thought out regarding which nations are weak and which are strong. EA Ermor in no way needs a boost. Its plenty strong as it is, and capable of defeating any of your power nations, even in a rush scenario. The key, of course, is knowing what your anti-rush spells are, and actually start researching them *before* you get rushed. While Marveni isn't really as bad as people seem to think either (it has good earth magic, the best rush-counter path there is), reducing druid cost further is probably warranted. 340 is a lot of gold for an old mage with 8 RPs. EA TC needs no help. And so on. A few nations could definitely use a boost (like EA Agartha), but for most of them people need to get used to the fact that being a different nation means playing them differently. I really can't understand how any nation with good E+S can be considered weak (ie, Marveni) unless people just haven't thought about what their options are during an early war. I imagine a similar analysis applies to many nations. As long as you have acceptable expansion options against indies, the real key is finding those spells which can keep you alive in an early war. |
Re: Conceptual Balance Mod 1.6
Well, the list of nations with no wins was my starting point to determine nation strength. Participants in the various cripple games got the biggest suggested buffs. I've only played EA ermor in one multiplayer game, but I always assumed it was understood it was a weaker nation based on its poor performance.
However, you are most likely right. Which nations do you think need buffs other than Agartha? What would you suggest micah? Unless you believe every nation is equally strong, it helps to get some suggestions, rather than pure critique, although the latter is welcome. |
Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
I think you guys should probably bring this to a seperate thread. CBM is less about overall balance than it is increasing the number of non-terrible options available to the player.
Personally I like not having all nations be perfectly balanced. The more perfectly balanced a game is the more boring, imo. |
Re: Conceptual Balance Mod 1.6
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EA T'ien Chi blessed beat easily Lankans and Mictlan jags. Against Hinnom they struggle. The point is not to rely on warriors of the 5 elements beyond early expansion however. You've got sacred summons. Demons of heavenly waters are not weak and very easy to get. Demons of heavenly fire with a water 9 bless shoot fire wheels very often. Celestial soldiers rock. As for archers, there's no reason to send only warriors of the 5 elements. Bring in yoru composite bowmen for support with fire archers and 3 shielded infantry to use as decoys, and you don't have to worry about archers. Masters of the 5 elements right now are so good that you don't always pick celestial masters in your capital, so you alternate (you want some for their flight + strong paths, the others for the random E2 and N2 in particular). If they weren't capital only, you'd always build them outside your capital, and only celestial masters in your capital. There would be no point in recruiting masters of the dead anymore since you can get D random on the celestial masters, and why would one buy masters of the way if one can buy masters of the 5 elements? Quote:
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Re: Conceptual Balance Mod 1.6
So, my hit list for power improvement would include:
EA, MA Agartha MA Machaka EA, MA Atlantis MA Eriu EA Oceania MA, LA Ulm* MA Man EA TNN EA Aby LA Caelum In about that order of severity. I might also consider small boosts to: LA Atlantis LA Jomon MA Oceania** EA Ulm*** MA Bandar Log** *My biggest problem with Ulm is that the combination of 'we suck at magic' and 'we're very vulnerable to magic' is just a stupid theme that is DoA. Sucking at magic is an ok theme - but if they suck at magic, they should be especially resistant to it as well. There's really no other way to balance sucking at magic. As it currently stands, the game basically says 'everyone else has an advantage over you in area A, which is the single most important component of nation power. Oh yeah, and you're especially vulnerable to it, so not only can't you fight back with that tool very well, but they get to clobber you with it'. **Its really hard to make a worthwhile change to these nations that meets QM's philosophy for CBM. -Bandar Log's biggest problem is that in the early game it only gets E on randoms from Rishi. While it can eventually solve this with conjuration, its far too late to defend against a rush by the time you do so. And S+N is not the best magic for defending rushes. -MA Oceania's problem is total lack of lategame magic, having possibly the worst magic paths in the game (as a set), and no feet slots UW to even take advantage of its E randoms at all. And having no recruitable thugs, much less SCs, Ns good uses mostly don't apply. However, QM doesn't really screw with magic paths, so no help for that. Drastically slashing the cost of Capricorns might be worthwhile, however. (Say 250 or 275 instead of 350?) ***would benefit from the same changes as MA, LA. |
Re: Conceptual Balance Mod 1.6
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Yes, masters of the five elements are better than masters of the way, and people would recruit masters of the five elements over masters of the way if they had a choice. This doesn't mean that masters of the five elements have to remain capital only so that people will use masters of the way. It means that should masters of the five elements be made recruit anywhere, then masters of the way would have to be improved to be worth recruiting instead of a master of the five elements. It's quite clear that balance between nations is the overall goal of the mod. Otherwise nations that have worthless national troops in vanilla like Bogarus wouldn't have been given heavy cavalry that's is virtually identical to tower knights. Your argument that the mod is meant to promote balance "within" a nation is basically nothing more than the argument mod supporters use to convince those people who like imbalance, because they can take advantage of it, to play in the modded game. The CBM doesn't go nearly far enough in making all units viable. |
Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
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W5E's benefit more than mic jags do from a S blessing as they are more fragile. So a heads up comparison of an F9S9 blessing mics v jags will give skewed results. Jags have mediocre attack and defense numbers, and have the ability to survive a hit based on on their were form. In fact, their were form is de-rigeur to really get the maximum advantage from the f9 bless (three attacks vs one). A few other factors: W5E's are very, very susceptible to archer fire. And finally, the key to beating W5E's is killing them first. You don't use the same tools on every problem. Mictlan will probably be using eagles not jag's agaist the W5E's. Set them far back Hold and attack, and with a priest set to Bless, bless, whatever. This allows the eagles to get the first hit, offense or defense. And if you are doing equal GPs, (iirc 15 vs 35?) 10 eagles and a priest vs 5 M5E's and a priest should win 19/20. Even if you *don't* do it on a gp basis - M5E's are cap only and do not scale. |
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