Re: Unit Cost Equation
Thats why I reccomend doing a similar study of the summonables. With their higher skill levels, natural protection, hp, etc. they would show a clearer picture of what these very desiravle characteristics cost. ALSO, we know the approximate gold value of 3 types of gems (death, fire, and earth). Sushi is skilled enough to make non-linear guesses, as is likely important to describe the costs of some units like the iron dragon and tarasque. He probably does not have the time to do everything at once though.
Besides, most modders make new normal units, and as long as their units aren't significantly BETTER than say Vans, there shouldn't be a problem. Vans are pretty tough, if you want to make a unit significantly more powerful you will need another method. But consider the balance of such a race. The race would probably have crappy priests and expensive mages, with no research mage, or something like that. Typical power nerfs appear to be:
-weak priests
-slow "best" national research mage
-crappy national mages
-extra expensive mages
-crappy sacred units
-"capitol only" good units and other units that suck or are extra expensive
-crappy stealth units (no spy, assasin, or stealth commander)
-lack of random path mages
etc.
Anyone else have a good nerfing rule?
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