December 24th, 2017, 18:07
(This post was last modified: December 24th, 2017, 18:08 by Seravy.)
Posts: 10,492
Threads: 395
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I'm thinking about the bottom tier normal units and maybe the problem isn't that they are weak (they are supposed to be), but the price? The price is fair if you compare it to other units like halberdiers, but compare it to your production availability at the time these units actually are useful and...you get :
2 cavalry, or 3 swordsmen for the price of a Marketplace, Magic Market, 2.5 cavalry for a sawmill etc
suddenly not so hot investment, are they? But there is more, you don't automatically get them - you need a Smithy, or Smithy plus stables to build some. (Or smithy and sawmill for bowmen but everyone has the sawmill anyway)
And you better have an alchemist guild and a barracks too if you want them to do any real damage to anything so you're already looking at fighter's guild tier costs just on those two buildings - might as well go for halberdiers which are better than swordsmen even without barracks and alchemist...
So I wonder if a lower cost, taking into account these units get outdated fast, compete with basic buildings, and even require a fairly expensive (for early game) building infrastructure to use, would work better?
Something like
Swordsmen 15-20
Bowmen 20-25
Cavalry 25-30
Another big problem I see is the high cost of Alchemist Guilds - you absolutely need one to make these units useful and if you already invested 60+150 for the AG, you might as well do the 250 Fighter's Guild.
So maybe the AG should cost 80-100 as well - now it no longer produces power and still has a fairly high maintenance?
While these units are generally better in human hands than AI so this benefits humans only, the AI has their summoned creature advantage to prevent getting overwhelmed by them too easily, and overusing these does make you stay behind in economy.
December 24th, 2017, 19:15
Posts: 1,333
Threads: 23
Joined: Feb 2012
(December 24th, 2017, 18:07)Seravy Wrote: I'm thinking about the bottom tier normal units and maybe the problem isn't that they are weak (they are supposed to be), but the price? The price is fair if you compare it to other units like halberdiers, but compare it to your production availability at the time these units actually are useful and...you get :
2 cavalry, or 3 swordsmen for the price of a Marketplace, Magic Market, 2.5 cavalry for a sawmill etc
suddenly not so hot investment, are they? But there is more, you don't automatically get them - you need a Smithy, or Smithy plus stables to build some. (Or smithy and sawmill for bowmen but everyone has the sawmill anyway)
And you better have an alchemist guild and a barracks too if you want them to do any real damage to anything so you're already looking at fighter's guild tier costs just on those two buildings - might as well go for halberdiers which are better than swordsmen even without barracks and alchemist...
So I wonder if a lower cost, taking into account these units get outdated fast, compete with basic buildings, and even require a fairly expensive (for early game) building infrastructure to use, would work better?
Something like
Swordsmen 15-20
Bowmen 20-25
Cavalry 25-30
Another big problem I see is the high cost of Alchemist Guilds - you absolutely need one to make these units useful and if you already invested 60+150 for the AG, you might as well do the 250 Fighter's Guild.
So maybe the AG should cost 80-100 as well - now it no longer produces power and still has a fairly high maintenance?
While these units are generally better in human hands than AI so this benefits humans only, the AI has their summoned creature advantage to prevent getting overwhelmed by them too easily, and overusing these does make you stay behind in economy.
I see your point, but this is a risky balancing ordeal, as low low-tier units are known to be superior (niche draconian bowmen, or especially horsebowmen) and cavarly's high mobility make them MUCH superior to swordsmen.
I'd keep it safe with moderate costs and wouldn't drop cavalry below 40. I'd concentrate on allowing alchemist guild to be cheap.
*Swordsmen - 20
*Bowmen - 25 or 30
*Cavalry - 45? They are quite good.
December 24th, 2017, 20:13
Posts: 520
Threads: 8
Joined: Jul 2011
(December 24th, 2017, 19:15)zitro1987 Wrote: (December 24th, 2017, 18:07)Seravy Wrote: I'm thinking about the bottom tier normal units and maybe the problem isn't that they are weak (they are supposed to be), but the price? The price is fair if you compare it to other units like halberdiers, but compare it to your production availability at the time these units actually are useful and...you get :
2 cavalry, or 3 swordsmen for the price of a Marketplace, Magic Market, 2.5 cavalry for a sawmill etc
suddenly not so hot investment, are they? But there is more, you don't automatically get them - you need a Smithy, or Smithy plus stables to build some. (Or smithy and sawmill for bowmen but everyone has the sawmill anyway)
And you better have an alchemist guild and a barracks too if you want them to do any real damage to anything so you're already looking at fighter's guild tier costs just on those two buildings - might as well go for halberdiers which are better than swordsmen even without barracks and alchemist...
So I wonder if a lower cost, taking into account these units get outdated fast, compete with basic buildings, and even require a fairly expensive (for early game) building infrastructure to use, would work better?
Something like
Swordsmen 15-20
Bowmen 20-25
Cavalry 25-30
Another big problem I see is the high cost of Alchemist Guilds - you absolutely need one to make these units useful and if you already invested 60+150 for the AG, you might as well do the 250 Fighter's Guild.
So maybe the AG should cost 80-100 as well - now it no longer produces power and still has a fairly high maintenance?
While these units are generally better in human hands than AI so this benefits humans only, the AI has their summoned creature advantage to prevent getting overwhelmed by them too easily, and overusing these does make you stay behind in economy.
I see your point, but this is a risky balancing ordeal, as low low-tier units are known to be superior (niche draconian bowmen, or especially horsebowmen) and cavarly's high mobility make them MUCH superior to swordsmen.
I'd keep it safe with moderate costs and wouldn't drop cavalry below 40. I'd concentrate on allowing alchemist guild to be cheap.
*Swordsmen - 20
*Bowmen - 25 or 30
*Cavalry - 45? They are quite good.
I agree with zitro, make swordsmen cheaper, and/or alchemist's guild. Then move from there, consider the other low tier units at another time?
December 26th, 2017, 16:54
Posts: 175
Threads: 1
Joined: Nov 2017
Isn't it a problem that their minimum cost is and will always be 1 turn, which is too high no matter what the actual gold cost is? (spells get instant at some point so don't suffer from this).
December 26th, 2017, 17:08
Posts: 10,492
Threads: 395
Joined: Aug 2015
Not really, the extra production will carry over for whatever you build next.
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