I've been thinking that with the introduction of starting settlers, introduction of magic market and stronger library, and higher research costs, that we may have weakened books compared to retorts, particularly for mono-realms.
Back when this was implemented, it was a near-perfect balance where books were probably only slightly inferior to retorts.
It could be argued that having a number of books (particularly in terms of focusing 1 color) have weakened because:
*the initial 'power' boost with many books is less relevant when you have cheap strong magic buildings and 2 settlers - cities provide a significant boost, weakening this aspect.
*higher research costs weaken the effect of 'more books = more spells' as you have to be more strategic in building your spell list. When this plan was implemented, we were often increasing the research bar and building an amazing assortment of spells quickly. This is no longer the case and the benefit of more spells may come after the deciding point where you lose or win.
*More of the rarer spells at high books, harder to research and possibly the fewer you get by the time you can tell whether you're winning or losing. It may become less relevant to have higher books compared to retorts that help you earlier on.
*you have fewer starting spells than multi-color choices by a great degree (as much as 5 vs 8 for 10 books)
On the other hand, fewer books and multi-realm may have become stronger:
*trading or finding the rare spells at 3 books and v.rare at 4 books, arguably worth more than most other types of treasure if found via lairs
*early common spells have higher research cost, so getting them early on is great.
*the starting uncommon of book #5 can help you research a low-cost powerful creature or spell to get ahead.
Suggestion about what I perceive to be an imbalance:
1) strengthen high # of books of 1 realm with an early game benefit
a1) increase number of starting common at books 7 & above (or better: just 9 and 10 books). They would probably be among the lesser/cheaper spells anyways, giving you a research head-start into more advanced spells.
a2)higher research bonus in 'specialist', but requiring at least 8? books of a kind
2) Max out the total number of books of a kind at 9, squeezing the benefits stronger where needed, if the message above of tweaking books is relatively simple as stated.
3) Design 1-2 more high-tier spell tweaks that encourage AMAZING COMBOS within each realm.
4) Do nothing, this is an intentional encouragement of multi-color realms, which were not very favorable in earlier versions when we could easily max research and get an early 1600rp efreet and probably win the game.
edit: 5) Shift 3rd starting common from pick 4 (super strong with finding v.rare) to pick 9. Add 5th and 6th starting common at book 9/10 or increase research bonus.
6) most likely favorite and least radical - add starting commons at 9 and 10 books. Done
Book 01 to 08 Unchanged
Book 09 : 10/10/10/7, 6/0/2/0, +8% research, -5% casting cost
Book 10 : 10/10/10/10, 7/0/2/0, +16% research, -10% casting cost
or more starting commons at books 9 and 10, but without research/casting bonuses (you'd likely pick specialist anyways)
(March 19th, 2017, 05:22)Seravy Wrote: All right, it's about time to start working on this. (it'll probably take a while)
C/U/R/VR , C Starting/ U Guaranteed/ U Guaranteed turn 1 research/ R Guaranteed, other effects
Book 01 : 3/1/0/0, 0/0/0/0, Find/Trade common
Book 02 : 3/2/1/0, 1/0/0/0, Find/Trade Uncommon
Book 03 : 4/3/2/1, 2/0/0/0, Find/Trade Rare
Book 04 : 5/4/3/2, 3/0/0/0, Find/Trade Very Rare
Book 05 : 6/5/4/3, 4/1/0/0,
Book 06 : 7/6/5/4, 5/1/0/1,
Book 07 : 10/7/6/5, 5/2/0/1,
Book 08 : 10/10/7/6, 5/0/2/1,
Book 09 : 10/10/10/7, 5/0/2/0, +8% research, -5% casting cost
Book 10 : 10/10/10/10, 5/0/2/0, +16% research, -10% casting cost
Each book offers a unique feature, making them all a significant, valuable pick :
book 1 to 4 offer the ability to find and trade spells of each rarity. Book 5 offers a guaranteed uncommon. Book 6 offers a guaranteed rare. Book 7 offers knowing every common and a second guaranteed uncommon. Book 8 offers all uncommons and the ability to have 2 of those appear on the research page on turn 1. Book 9 offers all rares and a cost/research bonus. Book 10 offers all very rares and more cost/research bonus.
Once the system is implemented, we can tweak the numbers any way we want relatively easily.
Back when this was implemented, it was a near-perfect balance where books were probably only slightly inferior to retorts.
It could be argued that having a number of books (particularly in terms of focusing 1 color) have weakened because:
*the initial 'power' boost with many books is less relevant when you have cheap strong magic buildings and 2 settlers - cities provide a significant boost, weakening this aspect.
*higher research costs weaken the effect of 'more books = more spells' as you have to be more strategic in building your spell list. When this plan was implemented, we were often increasing the research bar and building an amazing assortment of spells quickly. This is no longer the case and the benefit of more spells may come after the deciding point where you lose or win.
*More of the rarer spells at high books, harder to research and possibly the fewer you get by the time you can tell whether you're winning or losing. It may become less relevant to have higher books compared to retorts that help you earlier on.
*you have fewer starting spells than multi-color choices by a great degree (as much as 5 vs 8 for 10 books)
On the other hand, fewer books and multi-realm may have become stronger:
*trading or finding the rare spells at 3 books and v.rare at 4 books, arguably worth more than most other types of treasure if found via lairs
*early common spells have higher research cost, so getting them early on is great.
*the starting uncommon of book #5 can help you research a low-cost powerful creature or spell to get ahead.
Suggestion about what I perceive to be an imbalance:
1) strengthen high # of books of 1 realm with an early game benefit
a1) increase number of starting common at books 7 & above (or better: just 9 and 10 books). They would probably be among the lesser/cheaper spells anyways, giving you a research head-start into more advanced spells.
a2)higher research bonus in 'specialist', but requiring at least 8? books of a kind
2) Max out the total number of books of a kind at 9, squeezing the benefits stronger where needed, if the message above of tweaking books is relatively simple as stated.
3) Design 1-2 more high-tier spell tweaks that encourage AMAZING COMBOS within each realm.
4) Do nothing, this is an intentional encouragement of multi-color realms, which were not very favorable in earlier versions when we could easily max research and get an early 1600rp efreet and probably win the game.
edit: 5) Shift 3rd starting common from pick 4 (super strong with finding v.rare) to pick 9. Add 5th and 6th starting common at book 9/10 or increase research bonus.
6) most likely favorite and least radical - add starting commons at 9 and 10 books. Done
Book 01 to 08 Unchanged
Book 09 : 10/10/10/7, 6/0/2/0, +8% research, -5% casting cost
Book 10 : 10/10/10/10, 7/0/2/0, +16% research, -10% casting cost
or more starting commons at books 9 and 10, but without research/casting bonuses (you'd likely pick specialist anyways)