Re: Conceptual Balance Mod 1.6
I do think that with the recent changes to underwater accessibility in CBM 1.6, a revisitation of the kappa summon is in order. At this point it's easier to(if you want to rush the water) prophetise your assassin and turn 5 forge an amulet of breathing(which you actually have the native gem capabilities for and is Const-0!), then have him assassinate through a few water provinces. Or just go to Const-2, make a Manual of Water Breathing and send some Go-Hatamoto to pillage the water(they are great at it, by the way). Total investment: 5 gems.
In comparison Summon Kappa is a rotten deal. Frankly, with the mage turns required to get a usable number of kappas, you could have researched up to Const-2 and gotten underwater troops that don't melt when they meet Triton Troopers. I'd rather just have 3 or 4 or 5 normal kappas per summon.
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