One problem I see with that sort of change is, stats only come in increments of 1.
If we want to maintain the same relative strength of stats/units, we'd need to add the same amount of attack/defense, but the two don't scale the same way.
Assuming the average unit is +1 To Hit with Magic Weapons and +0 To Def, we'd need to add 1.33 DEF for each 1 ATK this way on each unit if we narrowed it down by exact 1 point. As that can't be done, the existing balance is distorted and the role of units shifts, either towards offense or defense depending on which way we round the stat.
This, and the large amount of work associated makes me dislike this option regardless of how it works or does not work.
I assumed "balancing around level 2" means to make level 2 compare to spells and summons the same way as level 0 does currently.
In this case your suggestion literally does nothing for the current situation indeed - I did test using a level 2 mithril unit against enemy summoned units which is your baseline. So it'd be a hell of a lot of work to the extent of starting over from v0.1 on trying to set unit stats, and wouldn't even achieve anything at all.
Anyway, my conclusion is armor stacking can't be solved by reducing the amount of armor or increasing the attack strength of nonbuffed units as doing either will break game balance in other areas too much. Which means we need to fix it through means of hurting the unit either targeting resistance or by ignoring the armor.
For that, the following (available early enough) mechanics qualify :
Illusion (Phantom Warriors)
Poison (Nagas, Ghouls)
Armor Piercing (fortress lightning, pikemen)
Eldritch (currently not used on any common tier unit or spell. If we could somehow squeeze it into common tier Chaos it would help quite a bit)
No, I haven't tried the golems completely without Life magic but I did try without Endurance. I'd expect you need at least 3 golems to win if they are completely unbuffed and have 7 base defense, mithril and 2 levels based on that but I could have fielded those 3 golems if needed. Takes like 2 turns to produce one even if the cost is raised. Bu Golems are a special case because they are accelerated by dwarf economy and have higher than normal stats, we should think about them after fixing the generic problem of buffed swordsmen, warships, etc.
If we want to maintain the same relative strength of stats/units, we'd need to add the same amount of attack/defense, but the two don't scale the same way.
Assuming the average unit is +1 To Hit with Magic Weapons and +0 To Def, we'd need to add 1.33 DEF for each 1 ATK this way on each unit if we narrowed it down by exact 1 point. As that can't be done, the existing balance is distorted and the role of units shifts, either towards offense or defense depending on which way we round the stat.
This, and the large amount of work associated makes me dislike this option regardless of how it works or does not work.
Quote:Except my suggestion ADDS stats to the bottom tier city troops (weakening the problem of common summons) while leaving level 2 troops about the same as now, and then only top end troops, who also have minerals get reduced. Its a narrowing, not a decrease.
I assumed "balancing around level 2" means to make level 2 compare to spells and summons the same way as level 0 does currently.
In this case your suggestion literally does nothing for the current situation indeed - I did test using a level 2 mithril unit against enemy summoned units which is your baseline. So it'd be a hell of a lot of work to the extent of starting over from v0.1 on trying to set unit stats, and wouldn't even achieve anything at all.
Anyway, my conclusion is armor stacking can't be solved by reducing the amount of armor or increasing the attack strength of nonbuffed units as doing either will break game balance in other areas too much. Which means we need to fix it through means of hurting the unit either targeting resistance or by ignoring the armor.
For that, the following (available early enough) mechanics qualify :
Illusion (Phantom Warriors)
Poison (Nagas, Ghouls)
Armor Piercing (fortress lightning, pikemen)
Eldritch (currently not used on any common tier unit or spell. If we could somehow squeeze it into common tier Chaos it would help quite a bit)
No, I haven't tried the golems completely without Life magic but I did try without Endurance. I'd expect you need at least 3 golems to win if they are completely unbuffed and have 7 base defense, mithril and 2 levels based on that but I could have fielded those 3 golems if needed. Takes like 2 turns to produce one even if the cost is raised. Bu Golems are a special case because they are accelerated by dwarf economy and have higher than normal stats, we should think about them after fixing the generic problem of buffed swordsmen, warships, etc.