View Single Post
  #50  
Old October 5th, 2009, 02:57 PM

kianduatha kianduatha is offline
Second Lieutenant
 
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
kianduatha is on a distinguished road
Default Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83

Quote:
Originally Posted by Burnsaber View Post
IIRC, UWGIM reduces the cost of Mage of Deep dramatically, so you have an borderline effective researcher now there.
It does reduce the cost of the Mage of the Deep to 200 gold...but then, so does CBM 1.6.

Assuming Magic 1:

Mage of the Deep(200g, 7 research) - 28.6 initial ,1.9g upkeep/point of research

Basalt King(500g, 10.1 research, sacred) - 49.5 initial, 1.65 upkeep/point of research

Coral Shaman(190g, 6.1 research, sacred) -31.1 initial, 1.04g upkeep/point of research

Coral Priest(45g, 2 research, sacred) -22.5 initial, 0.75g upkeep/point of research


That on its own doesn't seem too bad; there's the loss of extra 'freebie' H1 commanders, but you needed more castles to get out the priests, so it's about even. The real problem is that in UWGIM, your best researcher by almost a factor of 2 is coastal only. This can be...quite problematic. Unfortunately, I can't really think of a solution other than to shift the magic diversity over to the Mage of the Deep(they're even noted as being magically diverse) with another 25% random AN, then leave the coral priest alone. It doesn't get you level 2 nature, though.

Edit: It does give you a ridiculously good communion master a decent chunk of the time, though. And I suppose you could make the first random 100% EWFSN, but it doesn't seem...right.

Last edited by kianduatha; October 5th, 2009 at 03:13 PM..
Reply With Quote