Quote:
Originally Posted by Corinthian
I kind of agree with Dimaz that the two most recent versions have made way to big changes. The only gem gen that was problematic was the clam of pearls. The fever fetish caused disease and fire gems are rather worthless anyhow. The bloodstone was overpowered but also extremely hard to get. In fact, I can't think of a single nation that can build them without empowering or designing your pretender to build them.
All these balance problems could have been fixed by changing their cost or their build requirements. Removing them was much to drastic.
The latest version have the same problem. If an item is problematic, make it more expensive. Make it less of an must have item. That way nations that really need them can still have them and those that felt forced to use them can consider if it's worth it.
If you want to make MA Ulm more competitive you could make their black knights cheaper. As it stands even sacred cavalry like that of EA ermor and MA T'ien Ch'i cost less then the black knights and sacred cavalry is way powerful with a big fire bless.
I also did not like the general archer nerf. It made some archers, like Jomon longbows and agathar crossbows less useful then many indys.
Otherwise it's a great mod. Keep up the good work.
|
The issue with gem gens is that A- the nations that "needed" them weren't necessarily the ones that got them easily (ulm, agartha, BL) and while they might make a legitimate choice in the early-mid game, they were quite seriously no brainers in the end game and made for ridiculous situations where nations would be casting multiple wishes for gems to forge more gem gens to wish for more gems. SDRs work in almost the same way as gem gens, are far easier to produce, and are even more of a no-brainer. Sure you could up their paths to b3 and cost 15 slaves, but you'd still probably end up making them since it only takes max 4-5 turns for that to pay off. Hammers are definitely a somewhat different case, but I'm wary of immediate condemnation until some testing is done, regardless of any theorycraft-driven alarmism.
Agree that MA Ulm buffs could go farther, there's really no way to raise them above bottom tier unless qm is willing to break some thematic eggs, which doesn't seem to be the case.
I have no idea what you mean about a general archer nerf. Explain?