Streamlining FFH is a great idea. Kudos for taking the initiative, Sareln.
Quote:I'm just going to state what I think the biggest risk this project potentially faces: Becoming "yet another mod-mod", which changes stuff around based on the whims and preferences of the author(s), and is more balanced in some ways but then less balanced in others.
I know exactly what you mean. My favorite FFH mod-mod was Wild Mana. It's main goal was to improve balance and AI performance. But, inevitably, new features starting creeping in - new civilizations, more color for existing civs, corporation-like guilds - and now it's Master of Mana, a complete FFH remake with some good ideas but little of the original charm.
That said, I'm going to add my whims and preferences to the mix. Hopefully they all cancel out. =)
Religious Techs:
A good place to start streamlining! I support keeping flavor prerequisites, not only for lore value but also so that the various tech branches are not completely independent of each other. Thus, Trade ---> Honor/Deception, Fishing ---> Message of the Deep, etc. Also, I worry about Hidden Paths ---> Commune with Nature. Would that become the easiest way to get Tier III units, Druids who can cast Vitalize? Dwarves would have an interesting choice: adopt FoL (temporarily?) to unlock Dwarven Druids super early!
Civics:
How about boosting cottages thus: Republic, +1 hammer on towns/enclaves; Foreign Trade, +100% cottage growth; Crusade, +1 hammer on villages. This boosts the relatively weaker Republic and Foreign Trade civics against City States/Aristocracy and Agrarianism/Conquest, respectively. It also forces elves to choose between +100% cottage growth and Guardianship. Aristocracy-Agrarianism might still need taming. Changing Financial to +1 on tiles with 3+ would help, along with removing the -40% maintenance or raising civic upkeep to High.
Leaders:
Some general thoughts:
1. I really like Magic Resistant as a Khazad civ trait. It adds depth and compensates somewhat for the crippling vault mechanics. Of course, there's no reason Magic Resistant can't be both a civ and leader trait, like Agnostic.
2. As a matter of taste, I feel no two leaders should have identical traits.
3. Raiders is nothing without Commando; free Mobility on Mounted/Recon units is underwhelming. Instead, why not just allow units to pillage roads in friendly territory?
4. Changing Financial to +1 on 3+ commerce tiles would help balance out some leader pairs, especially Hannah v. Falamar; and Flauros v. Alexis/Decius.
5. I like Command Posts as a niche building for Organized leaders. Double speed Basilicas/Walls/Palisades seem blah by comparison, given that Basilicas are religion specific and even more late-game than Command Posts. Is there any way for Great Commanders to be born in battle, like Great Generals in Warlords/BtS? That would fix the imbalance.
Simple Balance Changes:
These have been touched upon by others:
1. Warriors should not get Bronze Weapons. Bronze warriors are far too (cost) effective well into the mid-game and overshadow Archers, Horsemen, and even Axemen on defense.
2. Hawks need to be reigned in. Shorter range (half as far as Floating Eye, say) is a good idea. Some way to defend against hawk scouting would also be useful. Maybe hawks can be Hidden Nationality, and all Archers/Longbowmen have a chance to intercept? Archery units could use the versatility.
Well, that's enough for one post. I'm looking forward to see where this is going.
Edit: Hidden Nationality hawks would also be unable to fly to foreign cities under Open Borders. I assume Hunters could still carry them: anyone know if you can load Hidden Nationality units on a transport?