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Sombre said:
Well just to start things off, I want to point out that I always intended this nation to be hard to play. I don't want them to be very underpowered, but they're supposed to be challenging and to force decisive gameplans. As a result the AI sort of sucks uing them. From the get go I set my sights on a nation that /really/ wants;
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Well, my question to this is why should it be harder to play than vanilla nations, if it's meant to be played alongside them? About the only other nation that is this schismatic is EA Arco, and there the choices aren't nearly so hard.
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High Dominion for spawns and widescale sacred production.
Resources and an economy focused on national recruits (so production and order)
A high earth bless for the super-armoured sacreds.
A bless suitable for the swarms of sacred chaff (ie, not earth)
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Well, I don't necessarily agree with points 1) and 3) here, from my own experience. Don't know what you mean by 'high Dominion'; my Oracle had a 7, and I found that it was pretty overkill from most standpoints.
Also, I'm not sure why I'd want an Earth bless. As you point out, it doesn't help your Penitents at all, and everyone else already has more than sufficient protection. I would think that a Bless that helps out Penitents (Fire/Water/Death/Astral) would be good, since it also boosts your other Sacreds at the same time. Playing a high-Earth bless seems to be overkill while doing nothing for your sacred troops' weaknesses (i.e., magic).
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So even at the creation stage you're faced with some hard choices. You obviously can't have all of these things. On the other hand if you specialise completely your plan can easily go very wrong.
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I think that there is a much more optimal strategy for these guys than you might think. It may not be as optimal as the strategy for some others, but it's not simply a bunch of trade-offs.
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On the other hand, you have made a couple of very good points about Ulm Reborn's weakness on a larger map (over 120 or so provinces). I didn't intend for them to just fall over and die if the map is big, so this is something I'm interested in rectifying.
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Please note that that is basically all I play, so I'm pretty biased here. But even most 'capital-centric' nations (EA Mictlan, Arcoscephale, Sauromatia to some extent) get a researcher outside the capital.
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1) They are meant to be capital centric, but I do take your point. I am happy for them to be just about as capital centric as a nation can be in dom3, but not to the point where it's very frustrating for the player. I am willing to make Black Priests available everywhere in the next version. This allows frontline chaff production (although it's decided by dominion, unlike the white priests). I will also be giving the black priest an earth random so you'll get H2E2 ones maybe 40% of the time. This allows them better site searching, earthpower etc. Cost might go up a smidge. They are still there to be priests and penitent gatherers, but with some E2 you'll get a bit more research and whatnot from them.
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E2 is pretty good, but that's not as important as the non-capital-only designation. May I suggest that if you do that, switch the domspawn to the White Priest?
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2) Well the national summons give you some more magic. I think I'll stick a 10% or so random extra astral on the white priests, but this is always going to be a very weak nation magically, apart from the E3 that is. I mean they're like LA Ulm only with even LESS magic. It's intentional.
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It's about on par with LA Ulm right now, and yes the National Summons give you more magic (I had a Sturmheld hero join me), if you can afford them.
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4) Yep, I wanted more hard decisions in the nation regarding gold usage. I think the white priests are priced ok, but maybe the reborn guard could do with being a bit cheaper.
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Yes, the White Priests seem okay compared to other mages, but the fact that they're your only good researchers more or less means you need to recruit one/turn. So while they are worth their cost, they are not necessarily worth their cost _for purposes of research_.
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The mindless magic units are Anchorites - when they die a pissed off penitent falls out of the sealed armour and starts smacking things. I believe the bless remains on him too, although for me that was generally an earth bless so didn't help. I think some people have used them to great effect, although they might need a slight cost reduction because they almost always get killed off. Regardless they're sacred and not cap only, which means you should have some of them out there at some point.
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Interesting. It seems to be designed from the wrong end of the stick, though, y'know? Generally you make a very easy-to-kill unit that changes into something 'bigger'. E.g., Jaguar Warriors. This unit is almost like an egg or a small oyster. I was honestly expecting something a little better than a Penitent for a MagB unit (which isn't as bad to lead as some but still can cause issues).
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Oh before I forget - were you using regular Ulm Reborn or CBM Ulm Reborn? They aren't crazy different, but the balance is obviously changed.
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I was playing regular Ulm Reborn. I can also try the CBM one if you wish.