Re: a small mod: Sphinx
Some quick comments on balance.
Sphinx warrior
This unit is way too tough for a recruitable unit, especially in EA. Sacred, high hp, high str, good protection for EA, flying, high morale, multiattack and a shield. The added awe is simply adding insult to horrible maiming.
My suggestion, if you want to keep the 100 gold pricetag, is to lower hp to 36, strength to 13, protection to 2, morale and magic resistance to 12 and remove Awe altogether. Also this unit isn't really mounted so remove that ability and raise the defence to 12 instead. Add -25 cold vulnerability.
You still got one heck of a good deal for the money.
Riddler Sphinx
Why buy anything but this commander? The riddle weapon alone would be worth the gold so the entire package is through the roof. It could work fine as a national summon though.
If you want to keep it recruitable then ponder what role this commander would fill. Right now it's on par with a pretender in strength, and you can buy a new one every turn.
If you want to keep it a mage/priest then loose the Riddleweapon and make the unit a lot weaker then the sphinx warrior. If you want a warrior/priest then loose the magic and Riddle while giving it a small increase in stats compared to the warrior. If you want to keep the Riddle weapon then you need to make drastic changes indeed, or loose the soulslay effect entirely.
Just my own humble opinion of course. I'm very happy that you made this mod because the sphinx is one of my favorite mythical creatures.
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