November 20th, 2010, 07:27
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I'm going to lump another idea into this messy thread :P I want to reduce the mana gain from scrapping artifacts by 50%. Not only because artifacts are worth far too much, but also to hold back the Runemaster + Artificer combo a bit. It still works, you just can't rely on recycling quite as much.
November 26th, 2010, 10:43
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The proposals here are about OK with me, we have to test it to make more informed decisions.
To make religious buildings more desirable early, to counterweight heavy gold production, to lessen the high value of alchemy, and to provide juice for battles there should be much more mana generated from cities. As a start, letâs triple the mana income from religious buildings. Also make an additional benefit of cathedral, something unit related, maybe a spell on all new units starting there, possibly depending on wizardâs spells or the race. Maybe the wizard can cast a single (new arcane) spell on each of his/her cathedrals that allows automatic free assignment of a chosen known spell to all new units produced in that city, which is given out by "high priests" in cathedrals. Just like in real wars, priests bless armies and weapons, etc.
Alchemy as it stands now is very strong. Letâs make it 2 picks to choose it. Maybe somewhat lowering the gold income should help too, such as increasing maintenance costs across the board.
December 8th, 2010, 13:44
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I would keep policing effect for races I want to be defensive, like halflings.
December 8th, 2010, 14:25
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b0rsuk Wrote:I would keep policing effect for races I want to be defensive, like halflings.
Catnip unrest mechanics are currently designed with no police factored in, theoretically. I'm still worried about it in practice, as I mentioned previously in this thread the unrest reduction of, say, barbarians capping at 30% while high men cap at 75% (assuming we're changing to 10%/religious building) seems it could cause balance issues. We'll see. For garrisons, I'd at most say 5% reduction/two troops. And with that 20% boost in potential unrest reduction, the money/unrest tables would need to be re-tweaked.
Personally, even with my concerns about races already stuck with crap cities I'd still favor sticking with no garrison unrest reduction. It also allows me to do things like make Zombie Mastery cheaper, and considering encouraging WhiteMage to drop Skeleton maintenance to 0. Races that don't have much unrest reduction will just have much less money and we'll have to compensate them elsewhere.
December 8th, 2010, 15:03
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If we go with a simple system of 10% unrest reduction per building and 20% for oracle I think we can handle those balance issues. Make the high end buildings expensive enough that they won't come into play that often. And yeah, I'd much prefer removing the police effect for all races rather than making exceptions.
December 8th, 2010, 16:02
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Technical note:
Since I should be adding this part into Christmass edition, it is necessary to have it all wrapped in a table next Monday. Race relations, buildings, taxes, Divine power bonus, spell boni etc.
Otherwise, no chance.
December 8th, 2010, 16:05
(This post was last modified: December 9th, 2010, 00:55 by Catwalk.)
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I am OK with making skeleton upkeep 0, but I keep its move at 1 and increase its summoning cost. I agree that there should be no exceptions from the police effect.
December 9th, 2010, 00:56
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kyrub, got it. I'll get cracking on finishing this by Saturday at the latest.
I moved the cathedral discussion to the building thread.
December 9th, 2010, 03:57
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Updated the original post, please comment.
December 9th, 2010, 05:30
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For now I'm planning on keeping interracial tension the same as in v1.31. Any thoughts on what should be changed and how?
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