Re: New Nation: Ulm Reborn
Apart from national summons(which are hard to balance impliment and invent) you made basically all the changes i want.
Do pentients cost upkeep? I relied purely on sacred troops and mages but got a high upkeep quickly so im not sure. For the white mage guy would a minor(im thinking maybe 10%) forge bonus be unthematic? I just feel it would help(and you have some very thuggable commanders).
My biggest problem is probably that any bless that works well with your recruitables(with the exception of n9 imo) dosnt really help pentients - they like fire, water, death, astral and blood due to their survivability problems and 2 attacks where-as your sacreds(although fire and water also help your expensive capitol only cavalry) like earth, nature and maybe a minor astral bless.
One strategy I like:
Imprisoned Cyclops
Earth9(it is amazing on your high prot sacreds)N9(berserk is good and the regen on 30health guardian commanders is nice)
Dominion 4(can be increased with temples and early on you cant make many sacreds)
order3,prod3,death2,cold2,misfortune2,drain3
The cyclops is a nice combatant when he breaks out(29 prot and insane regen when he casts personal regen), even with so many negative scales you have 13% more income and 30% more resources than base scales.
Your sacreds, with their god-like protection(anchorites and templar have 24 head 25 body where-as neugeboren guard have 24 head 27 body. Your capitol churns out mages, guards and templars as recuired and your forts produce acolytes, anchorites and black zweihanders.
Your hochmeisters(better defence and more attacks) and neugeboren lords(better prot and health, fear, standard, can wear boots) can make great thugs.
One suggestion i would make for the mod is adding a 50% random for earth/astral and another 10% random for astral to white priests.
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