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  #371  
Old January 13th, 2010, 12:28 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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  #372  
Old January 13th, 2010, 01:32 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Sombre View Post
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
That would be pretty damn cool, imo.
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  #373  
Old January 13th, 2010, 01:48 PM
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Amonchakad Amonchakad is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by rdonj View Post
Quote:
Originally Posted by Sombre View Post
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
That would be pretty damn cool, imo.
Yep, but isn't really CBM stuff, qm doesn't like adding new units; another mod with something like that would be very cool indeed
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  #374  
Old January 13th, 2010, 05:33 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Sombre View Post
Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
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  #375  
Old January 13th, 2010, 06:07 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Squirrelloid View Post
Quote:
Originally Posted by Sombre View Post
Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
Is that in the bug-list?
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  #376  
Old January 13th, 2010, 08:53 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Stavis_L View Post
Quote:
Originally Posted by Squirrelloid View Post
Quote:
Originally Posted by Sombre View Post
Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
Is that in the bug-list?
I don't remember seeing it there, but i never went looking for it specifically.
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  #377  
Old January 14th, 2010, 06:56 AM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

Interesting. I might have to give that a test.

If it is the case it actually opens up another option, which is to have units that cost just the right amount in resources that you need a special province or prod 3 scales or riches from beneath to be able to build them within the two turn limit.
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  #378  
Old January 14th, 2010, 08:41 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Conceptual Balance Mod 1.6

Wouldn't it be a trap for the IA, making it queue units it will never be able to complete ?
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  #379  
Old January 14th, 2010, 09:54 AM

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Default Re: Conceptual Balance Mod 1.6

Possibly. But simple enough to not use the mod with the AI if so. I also suspect the AI wouldn't try and build them.
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  #380  
Old January 14th, 2010, 03:35 PM

Alpine Joe Alpine Joe is offline
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Default Re: Conceptual Balance Mod 1.6

Qm has done a great job in this mod of making some nations stronger, but there is a lot of work yet to be done on nation balance. I would like to see a balance mod where no nations are clearly much more powerful than others. Ideally, nations like niefelheim, hinnom, mictlan, etc would actually be on par with other nations in terms of strength, rather than clearly ahead. Thus, I'd like to jumpstart a discussion of nation balance by proposing my own list of changes that I feel would do more than provide small power buffs to weak nations, but rather give them a substantial boost putting them on par with the powerhouse nations.
thus here is my list. i welcome disagreement/discussion, and i acknowledge i am not the most experienced of players. Nevertheless, I think some discussion of nation balance is warranted, especially with the removal of gem gens.

EA arcoscephale:
1. Mage engineers recruitable everywhere
2. Oreiads get A3E1N2 default with the extra 110 percent random
3. lower encumbrance on icarids

EA ermor:
1. Augurs get a point in D magic
2. Augur elders get an extra 100 percent F/D/A/S random

EA Ulm:
1. 50 percent random on smiths increased to 100 percent
2. Archers restored to vanilla stats
3. Antlered shamans increased to N3

Marverni:
1. Druids reduced to 300, W random option removed, leaving randoms only S/E/N
2. Axe wielding infantry +1 strength

Sauromatia:
As is

Tien'chi:
1. Master of elements recruitable everywhere
2. Reduce resource cost on archers

Mictlan:
As is

EA Abysia:
1. Warlock and Warlock apprentice recruitable outside of capital
2. Extra point of earth on Annointed of Rhuax
3. Demonbred given leadership 40/Undead leadership 40

EA Caelum:
As is

EA C'tis:
1. extra point of N on Sauromancers, research malus 1 to compensate
2. Serpent dancer cost reduced by 5

EA Pangaea
1. Centaur warrior price reduced by 5
2. Pan reduced to 300
3. Maenad generation rate reduced

EA Agartha
1. Extra E/Element random on Oracles
2. Earth readers 10 Percent chance of extra E random
3. heat 2 preference

EA tir'na'nog
1. Extra point of E on Tuatha sorc and Ri
2. Sidhe warrior price reduced by 3

Fomoria
As is

EA vanheim
1. Dwarven smiths recruitable everywhere
2. Sacred boar cost reduced by 10

EA Hellheim
1. Svartalfs restored to recruit anywhere

Niefelheim
As is

Kailasa
1. Yaksha recruitable everywhere
2. Bandar longbows reduced to 18 gold

Yomi
1. MR on demon troops increased by 2
2. Reduce encumbrance on Dai oni armor by 2
3. Old age removed from sorcerer

Hinnom
As is

Atlantis
1. MR on all "Deep" troops increased to 10

R'lyeh
As is

EA Oceania
I have no idea where to go with this one.....

Lanka:
As is

Feedback on this list? Unless people really hate talking about this, I'll post some suggestions for other ages later. Once again, i only intent this as a starting point for a discussion of nation balance, not as some kind of definitive list.
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