Mod Balance Guide, Magic Paths
This guide is intended to allow you to build a nation which is balanced, at least as far as the magic goes, against the "strong" existing nations in each era. Feedback is much appreciated I'm sure I've left something out, especially in the path specifics below.
First off, the significant issues:
* Highest path levels available and number of paths. Obviously, more is always better, but there are many break points, and they are different for the two "types" of mages (see below.)
* Combo-paths available. Certain combinations - earth+astral, for example - are uncommon, and have some exceptionally useful double-path spells.
* Massable vs. Capital Only mages. Mages come in two flavors, the theurg-flavor and the arch-theurg flavor.
- Theurg-flavor can often be recruited everywhere and have relatively low path ratings. They become substantially better if they have a high gold:RP ratio, and if they can cast the same useful spell again and again. Oddly enough, massable mages generally care less about rare randoms - unless those rare randoms actually raise the maximum paths for the nation - because your interested in having them all cast the same few spells a whole lot.
- Archtheurg flavor are often restricted to your capital and have relatively high path ratings and probably randoms. They become substantially better the bigger they are; since they come out of your capital (or are in any case used in small numbers), it makes a lot less of a difference how much they cost.
The base value for the magic strength of a nation is:
the sum of maximum rating in each path obtainable more than 10% of the time on any unit * 4. For path that can go higher but rarely, add a point.
So, for example, Niefelheim:
Can get 1S or 2N (>10% of the time) off of a Gygja.
Can get 4W, 3D or 1A (>10% of the time) off of a Nifel Jarl.
Can get 3B (>10% of the time) off of a Skratti.
They can rarely get higher scores in all those paths.
That's a base of 68 points.
Now we're going to modify that by the research efficiency on the most efficient non-capital-only unit.
The research efficiency (RE) of a unit is:
RE = research * 100 / cost (x1.75 if Sacred) (x0.9 if Old)
The skratti makes 7 RP for 250 gold, and is neither Old nor Sacred. His RE is 2.8.
The theurg makes 6 RP for 150 gold, and is both Old and Sacred. His RE is 6.3.
Anyway, add RE * 3 (rounded down) to your point total. Keep in mind that unless you've got a niefelheim-like-military, a RE less than 4 can be pretty crippling. A RE greater than 7 is going to be pretty insane.
So, some example base totals from the EA:
Ermor: 3F1A1W1E2S3D1N, sometimes for FASD, RE 5.83. 77.5 points.
Sauromatia: 1W2S4D2N2B, sometimes more for WDNB, RE 5. 63 points.
Niefelheim: 1A4W1S3D2N3B, sometimes more on all 6, RE 2.8. 76.4 points.
Pangaea: 2E4N2B, sometimes more for all 3, RE 4.77. 49.3 points.
Atlantis: 2F3W4E1S, sometimes more for all 4, RE 2.8. 52.4 points.
If you want, you can stop reading here, use this as a rough guideline, and do playtesting. However, the following path-specific sections may prove helpful.
Point totals after adding in the stuff below will always be higher.
-- PATH SPECIFICS --
-- FIRE --
Yes, beavis, fire is cool.
Every point of fire, past 1, on a non-capital only mage, is worth 300 / gold cost of the mage, in points. If it's not guaranteed, scale by the chance to get it. So, the EA Anathemant Dragon is worth 600/230 ~= 3 points. The Augur Elder always gets F2, which is worth 300/250, and he has a 25% shot at F3, which is worth another quarter point if you're being anal.
-- AIR --
Air is uniformly good, and you don't need a lot of guys who have it. Generally, while thunderstrike and/or lightning spam can be worthwhile, they don't stand out enough to get extra points. One air is pretty much only good for finding sites.
That said, the battlefield enchantments for air are simply superior, and (except for Wind Guide) they mostly take 3A to cast. You don't need many people to cast them, so 3A is worth 4 more points, 4A is worth 6 more points (not cumulative), as long as you get them at least 5% of the time on anybody.
-- WATER --
Water 1 is a big deal. Add 2 points if you have water.
For theurg-flavoring, Water-3 is a big deal. You get Falling Frost and Trolls. If you have a guaranteed water-3 on a non-capital-only mage, add 500 / gold cost of the mage points. If it's not guaranteed, scale the point value by the chance you get it (so a Mage of the Deep has a roughly 50% chance to get water-3, and costs 250 gold, so this is worth an extra point.)
Finally, water is good for thugs. If you have a giant slavering monster (e.g. Niefel Jarl, Basalt King) with access to water magic, give yourself 2 points.
(to be continued...)
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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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