Re: Modding Idea List
Well, I look at the vanilla game (which the mods I'm referring to are supposed to fit in with) and I don't see that kind of issue. To take each of your examples:
1) 'Bad' starting castle type.
I believe Niefelheim has a 30 Admin Starting Castle, yes? I don't see them getting cheap mages by way of compensation for it.
2) Expensive Mages but site that makes money
A more intriguing example, yet one that doesn't seem very balanced, since there's no way to _make_ the player use the money from the site on the mages to 'offset'. A better way to do this would be to make two mages, one capital-only and the other not. The non-capital-only mage would just cost more.
And I did not say 'just referring' to formula. It is a guideline. However, you need to know the rules before you can learn when (and how) to break them. The classic example in the vanilla game is the Daughter of Avalon. If you take into account overall utility, she may be the most cost-efficient researcher in the game. (Philosopher is clearly better but is useless for anything besides research, has old age problems, and is capital-only for a nation that has many capital-only commanders.) She is definitely cheaper than 'the formula' called for. However, she's an arguable.
Most of the mods I've seen, the cases aren't even close to 'the formula'. I guess I'll hunt down each mod's thread and point out things.
Gandalf: I believe I have restricted myself in this thread to the mods noted as 'meant for vanilla' which, as Sombre notes, is by modder choice.
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