Re: Idea for a mod
I'm honestly not sure this mod is that overpowered. Methinks the shieldbearers and fire infantry should be given a cost increase, but even in their present state, stupendous though they may be, they're no more than a match for Mictlan and Marignon's ultracheap sacreds, assuming your pretender has a few level 4 paths or a single level 9 path.
Sure, everything seems overpowered at first glance, but I really can see how tweaking a few numbers can make this nation perfectly balanced.
I take it the idea is that magic is sort of... diffuse for this nation. Everyone has it, but hardly anyone's mastered it, and no one's properly developed it. Aptly enough, their research leaves much to be desired, unless you focus on minisages which are pretty much useless for rituals and combat, and not all that useful for forging.
My only real qualm is that they haven't got enough variety. I'm not suggesting you make them more versatile or better in a particular field, I just get the feeling they could stand to be a bit more complex. Four types of infantry plus sub-militia, something's missing. Something with style. Caelian mammoth style.
Update: Yup, definitely some number-tweaking to be done here. I realize the chaos mages have a research penalty, while lore masters have a bonus, nonetheless, we mustn't lose sight of the fact that lore masters are ultra-rare, ultra-cost-effective indies. Methinks the lore master->chaos mage ratio should be more like circle master->goetic master than indy druid->pan, or whatever.
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