Re: The MA Ulm issue.
The dom2 history is worth a lot - people have a lot of affection for the nations that were in previous games. Also, people like Ulm for the schtick - which I think it is important to preserve.
Marverni is probably even more troubled than Ulm, but it is a strong magic nation, so the fix (better magic) is less controversial.
There is general agreement that other underpowered nations *exist*, but not what they are. I myself vascillate a lot:
- I used to think Bandar Log and MA Agartha were underpowered. In MP games I feel that I have been proved wrong IN THE FACE, which is the best way to be proven wrong, no question.
- I've lost a lot of respect for Patala. But it's in the late age, and I don't play in the late age that much.
That said, I think that Ulm and Marverni are the only nations so weak that some kind of fix is needed. There are other slightly weak nations, but good luck with a slightly weak nation puts you in a better position than average luck with a decent nation, so they are close enough to balanced.
For MA Ulm, I propose:
* A national version of Legions of Steel that benefits the entire battlefield - both sides. This punishes summoned units (natural Prot isn't boosted) to some extent, and is a good combo with...
* A national version of Weapons of Sharpness that benefits your entire army at once.
* A national version of Haste for your entire army at once.
* A spell that removes fatigue and possibly heals damage from your troops. I'm not sure how well the computer would target it so this needs experimentation.
* Efficient single target damage spells to deal with raiding supercombatants (and supercombatants generally).
* National spells that inflict feeblemind, to deal with enemy mages, evening the field in that respect.
* National spells that inflict detrimental conditions on hostile sacred units, so that they fight on an even field with your national troops.
* A national spell that puts up a City, lower research level and easier to cast than Wizards' Tower.
* "Mechanical" national summons for *non-combat roles* - ritual spell-casting, preventing bad events, protecting stacks from mindhunt, etc.
With this arsenal of spells (all located in Constr and Thaum), Ulm remains a nation of Men, but has the resourced needed to, at least theoretically, fight all the monsters and sorcerers on something of an equal footing, and with no changes in the army list *at all*.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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