Conceptual Balance Mod 0.9
I know a lot of people feel they want to explore the base game longer before considering balance mods, however I have been thinking many of the veteran Dom2 players are probably ready to start experimenting with some changes.
So I thought I would release the changes I have been working on so far for CB, a beta of sorts. It's not documented by a readme, and many of the changes are likely not their final versions, but those interested are welcome to try it and give feedback.
A rough outline of the changes:
*Order scale income lessened, luck scale luck effect increased.
*Growth from growth scale increased.
*Pretenders ideal for blessing increased in cost. This was a hard change to commit to, since it makes such pretenders even less suited for roles other than blessing. However, that seems a necessary side effect to making blesses more expensive.
*Bows (shortbows, composite bows, longbows and crossbows) all slightly reduced range, and some increased in resource cost. This is not really enough to counteract their prevalence, but every bit counts.
*All cavalry given hoof attack, cavalry that already had it given warhorse hoof attack. This is bound to be a controversial change, due to it admittedly somewhat stretching realism. However, I see it as the lesser of several evils (such as useless light cavalry, or ridiculously cheap light cavalry) which strike me as even less realistic. More ideas on the issue are welcome, keeping in mind the limits of modding.
*Barding cost drastically reduced on all cavalry. Barding cost is another sticky balance vs realism issue, due to the fact it amounts to, in game terms, paying something for nothing. There doesn't seem a good way to mod in the benefit of barding, so instead I simply reduced the cost's impact.
*Some new factors in unit gold cost. Units wielding spears get a training cost discount. Units wielding a single one handed weapon and no shield get a training cost discount. Units with only leather armour given a discount (the idea being cheaper upkeep, but the way the game is set up that also means lower recruit cost). These are not necessarily universally applied, but then the old unit pricing wasn't exactly 100% consistent either.
*Independent commanders made poor leaders to encourage using national leaders. Independent scouts increased in price for the same reason.
*Some prominent sacred troops increased in price.
*Some primitive archers given a new crude shortbow weapon.
*Some site search spells and booster items more difficult to forge/cast, in order to improve magic diversity between nations. As it stands base game, it is not too hard by the time you have level 9 research in a school, to have dom2-like access to almost all paths.
*Many mediocre summon spells made cheaper.
*Falling frost/fires and similar spells got their range back in exchange for fatigue, and research cost.
*Other evocation spells moved in research and/or changed to allow more niches.
*Many rarely used globals made cheaper.
*No gem battlefield summons made more difficult to cast.
*Several blood battlefield spells improved.
*Treelords given increased magic.
*Many weak items made cheaper/easier to forge.
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