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Cost/Benefit for Castle types
Here's a different angle on the Watchtower issue.
It seems that the devs thought about the costs and benefits of different castle types only (or at least largely) in terms of resource gathering + defense vs. gold cost + build time. But the MP community generally ignores those issues. The Watchtower is the favorite because it is the cheapest lategame defense against ghostriders. How about re-balancing the design point costs? Make a "middle" castle the 0-point default, and charge design points for deviations either way. |
Re: Cost/Benefit for Castle types
You just blew my mind.
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Re: Cost/Benefit for Castle types
...then everyone would still pick the Watchtower, but simply have 80 more points to spend on magic or scales.
The problem with the Watchtower issue is that armies just aren't valuable enough for long enough, and temples are too vulnerable because PD is too weak. So doing this without any other changes would just tilt the game further toward those with strong early expanding SCs. |
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The idea isn't to fix everything, for goodness sakes. Just correct a glaring imbalance in the basic structure. When you choose a 0-point default it should be worse than the alternatives that cost points. A watchtower might still be the best choice for MP, but at least you'd have to pay for that choice by having less of something else. Currently you are rewarded for making the best choice by also getting more of everything else. |
Re: Cost/Benefit for Castle types
This is a very interesting idea. It would change MP and maybe breathe some new life into it.
Leadman |
Re: Cost/Benefit for Castle types
Ah, if only we could mod castles http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Cost/Benefit for Castle types
Oh my apologies, i understand what you were saying now. I thought you meant to keep the baseline ratios between castles the same but simply make *all* of them cheaper; so the Castle might cost only 40, but the Watchtower would be -40. Your saying to just make the Watchtower more expensive and some of the others less.
Well then i agree with you! Not a bad idea. |
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Don't I wish that one could mod towers. |
Re: Cost/Benefit for Castle types
Mind you, this still makes no thematic sense. Then again, a tiny watchtower's garrison reclaiming an entire province less than a month after a raid by Ghost Riders doesn't make much sense either, so I suppose we're to conclude the basic watchtower was ma-a-agic in the first place.
Color me impressed. |
Re: Cost/Benefit for Castle types
maybe just reprioritize the pricing
<font class="small">Code:</font><hr /><pre> Castle Type Points Admin Def. Supply Time Cost Mausoleum 150 20 25 25 2 300 Watch Tower 130 10 50 25 2 300 Wizard's Tower 210 30 75 200 2 300 Fortress 110 30 150 100 3 450 Hill Fortress 100 20 250 100 3 450 Castle 140 40 100 150 3 450 Fortified City 0 50 100 500 5 750 Citadel 50 40 200 100 4 600 Mountain Citadel -100 10 350 150 5 750 </pre><hr /> |
Re: Cost/Benefit for Castle types
Ugh. . . maybe you should try keeping the cost between 0 and 120.
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Re: Cost/Benefit for Castle types
Heh. But would you really ever buy a mountain citadel if it only costed 120 less than a watch tower?
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Re: Cost/Benefit for Castle types
Castle Type_______Points _Admin _Def. _Supply _Time _Cost
Mausoleum_________100 _ _ 20 ___ 25 ____ 25 __ 2 __ 300 Watch Tower________80 _ _ 10 ___ 50 ____ 25 __ 2 __ 300 Wizard's Tower_____120 _ _ 30 ___ 75 ___ 200 __ 2 __ 300 Fortress____________80 _ _ 30 __ 150 ___ 100 __ 3 __ 450 Hill Fortress_________40 _ _ 20 __ 250 ___ 100 __ 3 __ 450 Castle______________80 _ _ 40 __ 100 ___ 150 __ 3 __ 450 Fortified City_________40 _ _ 50 __ 100 ___ 500 __ 5 __ 750 Citadel______________60 _ _ 40 __ 200 ___ 100 __ 4 __ 600 Mountain Citadel_______0 _ _ 10 __ 350 ___ 150 __ 5 __ 750 Maybe |
Re: Cost/Benefit for Castle types
Hill fortress might be too valuable there - I think it has one of the best defensive layouts with that narrow corridor. Maybe make it 60 points too? Regardless, I think those numbers would make the nation castle choice a lot more difficult (in a good way). |
Re: Cost/Benefit for Castle types
I like this idea. It would be a great response to the madcastling conundrum.
BUT If you were implement it (were that even possible in dom2) you would simply be waltzing straight into the "ghost rider's are overpowered" holy war, because this effectively removes the only cost-effective defense to it. Were ghost riders somehow to not have an impact on this design decision tho: I think you have a great idea. |
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Lots of FAST longdead horsemen(speed is what's really huge) The wraithlord leader(I've seen this fella win provinces in long battles even tho his horsemen died long ago.) Only 5 DeathGems ! (most Patrolling groups with province defense won't survive a double casting) Any of these suggestions for making the spell more balanced would be great: 1) Switch the wraithlord with a mummy 2) Increase the cost of gems from 5 to 8 3) Place a chance of failure or chance the spell hits some other random province |
Re: Cost/Benefit for Castle types
Talking of waltzing into the "ghost riders are overpowered" holy war...
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The important, balancing costs are the requirements for conjuration research level 9 and death 4. Quote:
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Sorry, has to be a wraithlord. Wraithlords are COOL. http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
The point is, level 9 magic is cheap, good and effective for a reason, and it should stay that way. Quote:
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---------- Review: There should not be one spell which provides such great power at such cheap cost especially when the computer AI does not use it. |
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You know, a combined Horde from Hell and Ghost Riders in the same province at the same time would be even more difficult to defend against than casting either one twice, though usually either one alone gets the job done. |
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Anyway ghost riders can be very powerful. Ghost riders slaughters PD, it can kill almost any lone SC ( there are a few that can kill unlimited Ghost riders but they are few ), and it can kill many conventional armies that are unprepared. I think D5 or D6 is a fine requirement. It substantially increases the investment. |
Re: Cost/Benefit for Castle types
Answering the last two posts here...
Saber: you mean the "have an ally splash a GR onto your Charm Offensive province where your Nature mages mind-control the attackers" stunt? ( http://forum.shrapnelgames.com/images/smilies/evil.gif ooo how nasty my mind gets these days!) Huzur: Very good point on the requirement to cast. Any Lamia Queen can forge items to boost herself to D4 (and if that's as far as she can go, she can instead either get to N5 or is eligible for a Ring of Sorcery.. and can now forge her way to D5). Only one in 16 can quickly get to D6 (but with the right timing, she could ring up the Scepter of Dark Regency and hel-llloooo D8!) And hasn't this discussion gotten off the original point? Although if the reason no-one takes the other castle types is because of GR and nothing else, then maybe it hasn't.... Hoping the Watch Tower isn't the supply crawler of the Alpha Centauri series-- the "use it or you lose" item-- because an otherwise so balanced game shouldn't have a thing that, if the other guy's using it and you're not, you've already lost. (Unless you destroy him before he gets to the easy killer sequence...) |
Re: Cost/Benefit for Castle types
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Re: Cost/Benefit for Castle types
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special monsters and province defense. Standard indies and player troops are fair game. It can be done with other summons (Angelic host, Call of the W-) but it takes quite the ally to go for something like this. Quote:
go wrong. Ghost riders is only one of the many, many ways of laying waste to an undefended province. Speaking for myself, it is my least favorite one, together with the other 'annonymous' raiders. Yes, I do use it, but only when I cannot send a squad that will actually TAKE the province, or when I have a scout nearby AND gems to invest in an instant castle. As for anyone even suggesting that Ghost Riders have an use against anything but undefended provinces, I have one word: 'Play people with a clue, you may learn something'. The last time Ghost riders have damaged any squad of mine was in the first game I saw them. I was playing Ulm in that game, so you should be able to figure out how long ago that was :-) And yes, I am aware of the trick of making the opponent waste gems by casting ghost riders. There are three ways of countering that (that I know of) and one of them is pretty much part of my SOP. Quote:
be mad not to use it (especially since you are able to produce it at a minor base and then reassign it to a major one, airshipped/maglifted both ways) The watchtower has a few major disadvantages, but the people who whine about them have never tried to play with one. Low income, extremely hard to produce a conquering army, let alone a second, no supplies to speak of and low defense that does matter in the early game. The reason I take a watchtower as opposed to a castle is not the construction cost or build time. It is the eighty design points. But the time I start fortifying non-essensial provinces, money is meaningless. Quote:
balanced game has a dozen things like that. I have posted this challenge before, I it is still standing. I am ready to play 1x1 with any whinner, and he gets to forbid me from using one additional 'exploit' every game. The idea is to see how many games it would take him to win. My point is that if you fail to expand early, search for sites, research quickly, develop highly mobile defenses, hoard at least one ressource, fortify every important province, build a strong domain, avoid an early all-against-you alliance, secure a few good globals, or at least prevent the enemy from doing so... you are unlikely to win. In a smaller game, you can get away with only a few of these, but if you plan to win a 150+ province game, you have to do most of the above. Quote:
close to being an 'easy killer'? Hell, I learned my latest new trick from a game I was not even in. I fully intend to smurf a game and tailor my development towards chain casting Armaggeddon after making sure that my important units can take it. But even that is far from being an 'easy killer'. |
Re: Cost/Benefit for Castle types
I'm really fond of the Wizard Tower. At 120 pts., it's nothing like cheap, but an admin of 30 on a castle that springs up in 2 turns is no joke.
Also, the Mausoleum is really good. Only 40 design pts. and you get an Admin of 20. That's not bad. In general, I think the Watchtower is one of the weaker options. Both of the other 300 gold/2t castles are better. You pay for that, and you don't always have the points to spend. But if you do, those castles are rather obviously worth it. -Frank |
Re: Cost/Benefit for Castle types
the wizard tower is too expensive. For 120 points you can pick order 3 which nets you +21% taxes. The 20 more admin, which you get from the wizard tower is only 10%.
Sure there is the resource bonus and higher def, but those two arenīt that important. |
Re: Cost/Benefit for Castle types
Right. But you can't have 3 more Order, can you? You could have Production 3, but that's only 9% taxes. Once you've already made the choice as to whether you are an order/misfortune nation or a turmoil/luck nation, the Wizard's Tower is the biggest chunk of economy you can buy.
Of course, the Mausoleum is even better in that regard - it only costs 40, so it stacks up quite well to picking a point of Productivity o Growth. -Frank |
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Pumping points into your pretender's fire magic (to enable fire-site searching) can boost your economy nicely, though... I'd rather give a pretender 80 or 120 points of fire / earth searching ability (for non fire / earth nations) than spend the points on Wizard Towers. Alchemizing the gems should make up the difference, and Ironskin / Fire Shield are great on combat pretenders. |
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I donīt like the mausoleum, because the defense is so low. One single casting of hordes from hell breaches the castle walls immediately. |
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