Posts: 10,463
Threads: 394
Joined: Aug 2015
I'm adding the "sailing overrides noncorporeal" change to the next version. Overall, noncorporeal ships are probably behind a whole lot of issues - for a mere 2 picks they speed up road building, all types of doomstacks, and on top of that enable warships to fight battles on land. That's way too good for a common spell already, but in this case, it's merely an extra on an already very powerful spell.
I suspect it was a major contribution to the werewolf/shadow demon effectiveness as well.
Meanwhile, Flight and Chaos Channels should be safe - both require a high number of picks in realms that are weak early and much less likely to do rush.
It seems when we added the ship related building tree changes, we never really paid attention to that and were busy with the research/power income rebalancing. So I don't think keeping the ships as they were, but not requiring a Fighter's Guild on the Warship was a very well planned move, more like an oversight. So let's also correct that now and require the Fighter's Guild for the Maritime Guild. Doing so won't prevent players from producing Galleys without requiring additional expensive ship buildings once they already build FG for military units, but will prevent shortcutting into warship without ever unlocking the galley. As the stats are strictly superior on the warship, that isn't good design.
Next step, I will have to play a test game before releasing this as the other change, the ship related UI changes, is quite radical. It seems to work correctly so far but definitely isn't the thing I'm going to risk releasing without a test game.