EDIT: rewritten to be less of a ramble
The campaign is a pretty interesting puzzle now!
Things I like:
-DEF to 10 points, Spellcasting to 15
-1 turn installation. This is good for t2s and t3s specifically, now you can make choices, instead of choosing 1 unit and sticking with it forever.
100 gold, 5 turn city upgrade - this works. I'd favour it being scaled a bit with city size, i.e.
80 gold, 3 turns - upgrade a t2 city
120 gold, 4 turns - upgrade a t3 city
160 gold, 5 turns - upgrade a t4 city
-silver medal = +1ATK/RES, gold medal = +1DAM/DEF.
I actually had this exact idea last year and totally forgot about it because I don't know hex editing well enough.
-perhaps silver and gold medal should each give +2 movement points? This would make a lot of sense historically - better trained/experienced troops have always been better at long distance travel, forced marches, etc.
-reduced racial relations - this is a purely good thing, all racial relations were too friendly before. The new relations work fine.
-Wooden and Stone walls are now distinct from each other, thanks! However, no matter how strong they are, I think costing 5 turns and 100/150/200/250 gold is impractical - would prefer to see 60/90/120/150 and 3 turns. After all, even the strongest wall just sits there, and at some point paying for the most unbreakable, most expensive walls, just leads to the rest of the map getting conquered by the enemy.
-Stronger city garrisons, I think you overdid it a bit, but it's still an improvement. Maybe tone the garrisons down to 80% of their current strength? In the United cities scenario I actually recruited multiple armies when an AI unit raided my cities, they all rebelled, and I recruited the rebels - for free. Also, the AI is really struggling to keep conquered cities, because of these garrisons and the diplo changes.
Things I don't like:
2/5/10/15 upkeep instead of 4/6/8/10 actually takes things too far the other way.
Previously, it was stupid that 5 archers cost the same upkeep as 2 dragons. But now, we have 15 archers for the cost of 2 dragons - and I think 15 archers can actually kill 2 dragons, sometimes. 5 archers also cost the same upkeep as 1 tier3 unit, and will always kill a t3 unit.
I recommend 3/6/9/12 upkeep scaling.
halved income from all sources - it doesn't break the game, but it's also rather unfun, and I don't see the need for it. Combined with the need for stronger garrisons and longer migration, this is pretty brutal.
Only the upkeep of t1 units was halved in tune with this. Maybe revert farmland to 2 gold a hex, and only halve other stuff?
5 levelup points per level - it works okay for the campaign, but for multiplayer this makes heroes very weak.
DEF takes four times as long to accumulate, even Spellcasting actually takes 3 levels now per 1 level of spellcasting. Halving the rate at which DEF could be gained would've been enough, and it'd be nice to see more Spellcasting. Maybe leaders have to be developed now as Spellcasters with damaging spells to gain XP, and not melee at all outside of taking on small numbers of enemies using high ATK values.
One problem with nerfing hero DEF too much is, it makes whoever has Stoneskin, or gets a good armour item, on a whole different level for the strength of their heroes - and non-Earth heroes won't be able to catch up.
It's not very fun to not have many levelup points. I am still doing stuff with my leader with Unholy Champion, Charge, Lightning strike, and high ATK, but it feels weak. I think this is overkill and 10point DEF was enough.
Movespeed was fairly cheap at 2 points before, now it's too expensive at 5. I think 3 would be ideal.
Rebuilding cities is absurdly slow and expensive, it takes about 50-60 turns for the investment to pay off. No joke! 1000 gold to rebuild a full city - and then 25 turns for it to happen - the game will be over by the time this investment pays off.
I can see that Rebuilding should be made more expensive so that you can't just raze and rebuild more easily than a migration, but this is overkill on the numbers. Migration could also be made 1 turn faster than at present in my view.
Also, looting should give more gold. At present it gives less gold than the upkeep cost of the soldiers who are used to keep the city in line for the duration, which makes it strictly worse than razing. I got 60 gold from a full city! - considering I had to commit about 25 gold per turn in unit upkeep standing atop it for four turns, I think 200 gold, or even more, would've been appropriate.
It's cool that you can buy cities with Neutral relations now, but they're so expensive that the feature won't be used. 750 gold for a stack of t1s and a 3-hex town - not worth it. I recommend reducing price to 60% of the current value.
-silver and gold medal no longer give HP, levelup can no longer grant HP. I can see the logic behind this, but I also did enjoy that units could become more resilient even against attacks they can't prevent with DEF. I liked gold medal archers having 7 HP, frankly. With DEF costing 10 points - 2 levels! - it'd be nice to buy HP.
-Orcs should probably not be unhappy with cave terrain. In the first cult mission my two orc assassins actually deserted from me because of this. In the lore, Orcs wage war against the dwarves in the caves, and while ordinary Orcs don't have darkvision, Orc heroes do, indicating that the developers were indecisive about their cave status.
flat 50 gold install cost - this is bad for t1 units, not much different for t2s/t3s, and too generous for t4s.
I think making installation always last 1 turn is enough, and install cost could be left as unit cost.
IMO, you shouldn't always to be able to recruit your own race's cities for free - I think it should start very cheap, then become free if you butter them up more with migrations.
Come to think of it, I think walls improving race relations were fine, and not abusable - could be restored.
Post edited June 07, 2020 by southern