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  #1  
Old June 1st, 2008, 04:41 PM
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Kristoffer O Kristoffer O is offline
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Default Re: The New Hinnom Nation

THe avvite charioteers might need a cost increase. There are two horses after all .

I don't their AP atm, but I intended them to be slower than normal chariots. Might not be enough, but it would be silly to have them slower than a running man.

I didn't think too much when I gave them their cost. I was more concerned about the larger giants and commanders of the three nations. Small giants look puny and do not appear as a balance threat when you glance at the sprite

Over all I'm quite aware that there might be a lot of different balance issues with this nation, since it plays quite different from most other nations. I haven't played it competitively, and changes might be needed. It will definitely be a strong nation in SP, since the AI is unfit for taking on SC's (and strong bless troopps).

I do not know how the pop devouring will work out in an MP game, so I would like some feedback when there is some.
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Old June 1st, 2008, 05:55 PM

Aezeal Aezeal is offline
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Default Re: The New Hinnom Nation

Well I think the combination of some of the strongest healers in the game with some of the better SC out of the box, best trample out of the box, best end game SC, mages able to easily get high numbers in certain paths and some lab free mages should give a hint about how balance will be

Hinnom score:
A for flavor and effort
and something lower for balance
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  #3  
Old June 1st, 2008, 07:27 PM

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Default Re: The New Hinnom Nation

Quote:
Aezeal said:
Well I think the combination of some of the strongest healers in the game with some of the better SC out of the box, best trample out of the box, best end game SC, mages able to easily get high numbers in certain paths and some lab free mages should give a hint about how balance will be

After playing them ofr a few days, I'd disagree with a few points.

I'd say that their mages are substandard. Getting high Blood is exactly the same as not getting a path when it comes to battle magic and non-summoning ritual magic, and the rest of their mages get a single 2 or 3 in other paths. This means they can't use any of the good multi-path spells.

They also have slow research because the numbers on the cost of your mages vs. the research use you get out of them means that often you will have turns where you either recruit troops or a mage. I think a lot of people will recruit indie mages for research just because it's so much more efficient.

While they have good troops, when you combine their large size(more units can attack them), their extreme cost in both resources and gold, and the fact that their blessable troops are capital-only, I'd say that overall the nation is less powerful than comparable nations like Lanka or Neifleheim.
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Old June 1st, 2008, 07:40 PM

PyroStock PyroStock is offline
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Default Re: The New Hinnom Nation

Somewhat off the thread's topic, but I could never see the reasoning behind a chariot(size4) being able to trample a horse(size3)... but I don't have a chariot to try it.
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Old June 1st, 2008, 11:33 PM
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Default Re: The New Hinnom Nation

I posted about this in another thread, but I had a bunch of the pop eating units sieging an enemy castle. They were eating about 500 people a turn, so when I finally took the castle, I only had a few old, skinny unappetizing peasants left.
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Old June 2nd, 2008, 01:48 AM
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Default Re: The New Hinnom Nation

Hinnom needs a lot more positive scales to work than many of the others. Production is practically required if you intend to use many of the troops at all. Growth is required or you will starve (and you likely will anyway). Order is required or you can't afford anything. Magic is good for research or you'll be recruiting indie mages right left and center to stay in the research game. Drain will kill you for lack of research.

Just try and put a bless strat on top of that...
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Old June 2nd, 2008, 06:18 AM
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Default Re: The New Hinnom Nation

You don't need a double 9 bless or a combat god with this nation, non sacred troops are good enough for initial expansion (then thugs are the main force).

A double 6 bless, or a single 9 or a triple 4, allow very good scales, considering you'll also take heat 3. And you have also fortune tellers recruitable everywhere to help support high misfortune if you want a better bless. Finally as you'll never have ressources or money to recruit 5+ sacreds a turn you can take a low dominion too (but an high one can be interesting to spread your good scales, and protect your nation only having bad preachers).

You can even use the national pretender chassis for flavour (who has pathcost 60) and still have an interesting triple bless for your thugs.

(I'm currently playing with : imprisoned Son of the Fallen, Order 3, Prod 2, Heat 3, Growth 3, Misf 2, Magic 1, dom 4, earth 4, nature 6, blood 4)
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