I would be fine with them being forbidden from leaving their borders.
EitB v12 Mastery PBEM?
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I wouldn't. Remember that evil civs (at least) can promote warriors to Eidolons from game start. They're not that hard to kill.
Also opposed to other civs getting heroes (go Sheaim!). Looks like I'm losing the normal units, but whatever.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Eh, talk it out with Dreylin then, I don't care much either way.
Or we could just ban both civs, I won't be too broken up about it.
Well I'm not wedded to the idea of other civs getting their Heroes, it was just a suggestion to try to even out some of the disparity of Infernals/Mercurians starting with multiple hundred hammers of additional units. For reference:
Standard* Start: 2x Longbowmen 2x Warrior 2x Scout Worker 2x Settler * Minor variations by Civ. Infernals Start: Hyborem 2x Longbowmen 2x Champion Axeman Imp 2x Manes Worker 2x Settler Mercurians Start: Basium 6x Angel Worker Settler City w/Mercurian Gate The easiest solution by far would be to play Compact Enforced and not pick them, but I've come to realise that I'm coming at the game from a different PoV than Qgqqqqq. A: There are clearly things that are broken and out of balance, let's try to fix the most egregious of them vs. B. There are clearly so many things that are broken and out of balance, there's little point trying to fix anything. (besides, we're likely to miss something anyway) I'm coming around to B.
Unbalanced is naturally name of the game. Infernals seem just overpowered to me. Way better starting units and cities starting at size 6 does seem a way too big of an advantage to make them only sane choice to pick. Granted I probably know only minority of the absurdities this game could provide so I'm ok having them in. Just pointing this out.
I do not believe that either civ will be inherently unbalanced compared with other options available. I also am not in favor of them getting the free units they usually spawn with, aside from their heroes.
In the interest of resolving the debate and moving things along, I am happy to play without both the Infernals and Mercurians. Actually, consider that my official vote, to play without. If everyone else would rather they be present, than I vote that they start with the exact same units as everyone else, except also they get to start with their heroes and Hyborem gets a bonus Mane.
I don't care whether we play without or not.
It's not just B, Dreylin. I'm also coming at this with the aim of examining the current Mastery balance and determining what changes may need to be made. Every step away from a 'normal' Mastery game is one I am skeptical of.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I don't think this game is going to be a good test for how Hyborem and Basium would play with a typical Mastery-level start. Hyborem should normally spawn in some random location and only have access to the Veil, while Basium shouldn't even be present from Turn 0, and should be allied with whoever spawns him, rather than start on his own.
It's even less accurate if you just want to see how they handle at this tech level, rather than the specific Mastery start option. In that case, Hyborem would normally spawn in with a giant pile of settlers and workers and axemen and whatever nonsense, while Basium would inherit a well-developed capital and ally.
The first. But I think you are missing the fact that any future Mastery-Hyborem game isn't going to start him in a random position - we'll either keep him out or place him as normal. And he doesn't get access to other religions anyway (Hyborem 'cleanses' extra religions in his city at eot). I'll concede on Basium, though I note that it has been a long-term plan to create a version of him available from gamestart, rather than summoned.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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