Re: Caelum Battlefield Magic Broken
I don't have or see any problems with mages failing to run away, unless they're asleep. I do see a possible bug, not restricted to mages, in that after the army routs, many units will fight on one more turn. They run afterwards.
I mentioned this in another thread but a major hit on mages comes from the morale changes. It's much harder to break squads than in Dom2. In Dom2 it wasn't particularly unusual to see an ordinary army break from just 2 or 3 rounds of not-very-lethal combat. Now I've seen armies of barbarians, who used to be unbelievably chicken, fight almost to to last man. One of the advantages of mages over missle units is that their damage is heavily concentrated in the first few rounds. Back when that frequently broke an army it was a big boost. Now armies only break that fast if you are hurting them so badly it'll be an easy win anyway. The changes are welcome IMO and breaking seems more reasonable than before but it has affected the mages.
In terms of strict bang-for-the-buck twelve shots from 10 or so bowmen will normally do more harm than a comparably priced artillery mage, barring universal heavy armor. That hasn't changed much. What's changed is that the advantages of artillery- concentration of damage early in the battle and lowered supply costs - have been reduced and largely made irrelevant, respectively. Simultaneously, since the overhead costs of research and labs doubled, mages are relatively more expensive even though their official costs weren't changed.
Incidentally, the fact that Caelum needs a big gem expenditure to make their mages fly (so to speak) just backs up that they're not up to snuff. 20 gems is an extraordinary investment in one battle. Even a well-searched large empire can't turn out a supply like that every turn in most games.
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