Now that we changed artifact costs, I wanted to play using an Artificier hero strategy again....but I don't know if it even still works. Maybe we overnerfed it?
(to put it simply, this is the strategy that relies mainly on heroes to clear nodes and conquer - nonhero troops are primarily self-defense, garrison, and filler in the hero armies.)
First of all, the wizard.
1 Artificier - This is obviously needed for an Artificier strategy.
1 Famous - Not really optional anymore - with the first 30 turns having no heroes, this is essential to make sure you get a hero in a reasonable amount of time. You could afford waiting 40 turns for the first hero originally, but now that the clock starts to tick on turn 30, that would make it turn 70 - by then you already lost the game if you weren't doing anything.
5 Life - Not optional - 5 books are now required for the good enchantments (Invulnerability, Lionheart)
5 Sorcery - Not optional - You need it for Phantasmal and Invisibility.
This still leaves you without Teleportation, but that's acceptable.
The problem here? First of all, zero flexibility. Not even a single pick you can use on something different. So you can't play this as a Myrran, you can't have Alchemy, or an additional Nature or Death or Chaos book, or anything. That's boring.
The second, zero flexibility means the strategy isn't scaleable to the difficulty. You can't pick more, and stronger retorts to play on higher levels. If this beats, for example, Expert in the current version, that's all you can play. You can't add Alchemy or Archmage or your preferred "powerhouse" retort to try Master or Lunatic difficulty (though I doubt the strategy is viable for the latter and probably shouldn't be). You also can't "drop" something and pick a weaker choice to play lower difficulty.
Other realms - Death for wraithform or Nature for regeneration or merging are entirely impossible unless you completely drop Life or Sorcery - what really matters in those needs 5 books.
So that's it for the wizard.
this could probably be fixed by reconsidering the book costs - maybe raising the good stuff to 5 was a bit too harsh.
Now for the actual gameplay.
In the first 30 turns you don't get heroes. Which means you have to enter the time period when the AI starts attacking you without any sort of plan. Sorcery/Life has no good summoning, so that's mostly your race and its units - but you don't get enough Life picks to do "super-buffed normal unit" either - you must pick Just Cause and Healing and Heroism (ok, maybe not heroism, Famous might level up your heroes...but I wouldn't bet on that) so you can only pick one buff and even that means no Heavenly Light - which is absolutely critical, too.
I suppose, Nagas are an option but...idk, feels a waste of mana crystals and sorcery picks.
Overall, you must go "military first" instead of the usual 1-2 settlers. Even if you see a spot with gold ores next to you or something. Of course it also means any race without a strong early military option is out. No halflings (even though they are great with Life) or Orcs or High Men or...I guess the others are fine.
Again, feels a bit overly limited.
Once you survive these turns, you need to...get a hero. Which means, passing turns without spending your gold. While everyone else is busy rush-producing the sawmills in their new outposts, you can't even buy a settler - if a hero shows up, you have to have the 200-600 gold needed to pay for it. This wouldn't be so bad but after already being forced to not build settlers, not being able to buy them for gold either hurts. Let's hope the "military first" strategy finds some gold in treasure.
Of course, once you have your hero, and possibly an item to equip - you had nothing better to do in the first 30 turns anyway - you can take advantage of that and conquer some neutrals or AI using the hero so it's not like it's a bad strategy or unplayable - but considering the sheer number of AI units, I don't thing the hero can keep up with all that and actually hold anything.
If you get past that obstacle too, then there is spell blast from the AI, and having to research create artifact, but once you manage to deal with both somehow, you finally have some really powerful heroes. Except, you need to still find a wraithform item for all your heroes and they are so rare now, you probably won't, so you can forget about fighting anyone with Nature books using heroes as you have no Crack's Call protection.
...so, does anyone else play an Artificier hero strategy? Is it still playable? Is it still FUN?
(to put it simply, this is the strategy that relies mainly on heroes to clear nodes and conquer - nonhero troops are primarily self-defense, garrison, and filler in the hero armies.)
First of all, the wizard.
1 Artificier - This is obviously needed for an Artificier strategy.
1 Famous - Not really optional anymore - with the first 30 turns having no heroes, this is essential to make sure you get a hero in a reasonable amount of time. You could afford waiting 40 turns for the first hero originally, but now that the clock starts to tick on turn 30, that would make it turn 70 - by then you already lost the game if you weren't doing anything.
5 Life - Not optional - 5 books are now required for the good enchantments (Invulnerability, Lionheart)
5 Sorcery - Not optional - You need it for Phantasmal and Invisibility.
This still leaves you without Teleportation, but that's acceptable.
The problem here? First of all, zero flexibility. Not even a single pick you can use on something different. So you can't play this as a Myrran, you can't have Alchemy, or an additional Nature or Death or Chaos book, or anything. That's boring.
The second, zero flexibility means the strategy isn't scaleable to the difficulty. You can't pick more, and stronger retorts to play on higher levels. If this beats, for example, Expert in the current version, that's all you can play. You can't add Alchemy or Archmage or your preferred "powerhouse" retort to try Master or Lunatic difficulty (though I doubt the strategy is viable for the latter and probably shouldn't be). You also can't "drop" something and pick a weaker choice to play lower difficulty.
Other realms - Death for wraithform or Nature for regeneration or merging are entirely impossible unless you completely drop Life or Sorcery - what really matters in those needs 5 books.
So that's it for the wizard.
this could probably be fixed by reconsidering the book costs - maybe raising the good stuff to 5 was a bit too harsh.
Now for the actual gameplay.
In the first 30 turns you don't get heroes. Which means you have to enter the time period when the AI starts attacking you without any sort of plan. Sorcery/Life has no good summoning, so that's mostly your race and its units - but you don't get enough Life picks to do "super-buffed normal unit" either - you must pick Just Cause and Healing and Heroism (ok, maybe not heroism, Famous might level up your heroes...but I wouldn't bet on that) so you can only pick one buff and even that means no Heavenly Light - which is absolutely critical, too.
I suppose, Nagas are an option but...idk, feels a waste of mana crystals and sorcery picks.
Overall, you must go "military first" instead of the usual 1-2 settlers. Even if you see a spot with gold ores next to you or something. Of course it also means any race without a strong early military option is out. No halflings (even though they are great with Life) or Orcs or High Men or...I guess the others are fine.
Again, feels a bit overly limited.
Once you survive these turns, you need to...get a hero. Which means, passing turns without spending your gold. While everyone else is busy rush-producing the sawmills in their new outposts, you can't even buy a settler - if a hero shows up, you have to have the 200-600 gold needed to pay for it. This wouldn't be so bad but after already being forced to not build settlers, not being able to buy them for gold either hurts. Let's hope the "military first" strategy finds some gold in treasure.
Of course, once you have your hero, and possibly an item to equip - you had nothing better to do in the first 30 turns anyway - you can take advantage of that and conquer some neutrals or AI using the hero so it's not like it's a bad strategy or unplayable - but considering the sheer number of AI units, I don't thing the hero can keep up with all that and actually hold anything.
If you get past that obstacle too, then there is spell blast from the AI, and having to research create artifact, but once you manage to deal with both somehow, you finally have some really powerful heroes. Except, you need to still find a wraithform item for all your heroes and they are so rare now, you probably won't, so you can forget about fighting anyone with Nature books using heroes as you have no Crack's Call protection.
...so, does anyone else play an Artificier hero strategy? Is it still playable? Is it still FUN?