Re: Ulm beefed up ...
My thoughts:
* I don't think Ulm needs even better armor
* I don't think standard Ulm needs a random pick. It changes Ulm's flavor and removes the strongest advantage of IF Ulm over standard Ulm.
* I don't think strat-move-2 heavy infantry for Ulm makes sense, unless maybe you add a lighter infantry type, or give it only to the chainmail/shieldless types.
* I don't think arbalests should be changed to firing every 2 turns. They are good enough as is, and I don't agree a stronger person can reload an arbalest faster - generally the heaviest crossbows required a device which removed the role of strength.
* I would like to know what regular heavy infantry someone considers superior to Ulm's, taking into account gold cost.
* What gets developed in "5 to 10 turns" that supposedly removes Ulm's early-game advantage in troops?
* +1 strength seems thematic with Ulmites' large size and use of heavy equipment.
* I do like the idea of adding MR to Ulm.
* I would like to see Drain scale add +1 MR per level, and maybe +1 morale/level to Ulm. Can't mod those, though.
I would like to see Ghoul Guardians improved by, adding Full Plate of Ulm (and resource cost to match), and perhaps increasing MR and dropping gold cost and/or making the sacred.
Iron Faith I would like to have a Black Templar Commander unit.
PvK
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