Finally had a chance to playtest! Played about a dozen scenarios, most to about early/mid-game only though. Lots of noticeable improvements, a couple flaws (at least for 1.36), here are some thoughts:
- I really like that the first level-up with a Leader/Hero grants 10 skill points. I did notice on one scenario, my Leader started with 35 skill points as a Level 5, and on another, started with 20 skill points as a Level 1. Could you please clarify the starting skill point equation?
- Gold income is too low (for 1.36). However, I do really like the increased difference in income between level 1 and level 4 cities, as well as the added significance of crops. I also consider the constraint of 'Produce Merchandise' having to remain as an added 25% of city income, as per in-game text. Seeing as that's severely limiting, and that the scaling of income between structures is actually really good, I think this is best addressed by changing the unit costs in a ruleset. I'm thinking lowering level 1/2 unit costs proportionately to current gold income, while likely keeping level 3/4 unit costs as they are, seems like the best solution. As it stands for 1.36, the amount of units I was able to build relative to all the structures I owned (in a timeframe allowed to me by the AI's own productions) seemed lower than before.
Lagi_: I think its reasonable to ask for 2 gold per crop tile.
I think the issue is that farms would then generate 12 gold, mines and builders have to go up accordingly, and the city's base income is constrained to a value that will make 'Produce Merchandise' equal 25% of base income + total crop yield. There aren't many different equations that fit these parameters so I think it's safe to assume And G has considered them already. I think unit cost can be adjusted as our solution to gold income for multiplayer while AoW+ remains true to And G's own vision.
And G: Elemental nodes have a 5-10-25-50 progression depending on how many spheres you have. I could turn it into a 5-10-15-20 progression if it's too much but I wanted an additional incentive to pick 4 spheres.
Please don't change this. The exponential growth is a great concept. Vanilla 1.36 meta led to diversifying for the sake of highest possible mana income, where this creates a meta where highest possible mana income will come from a 4+3 sphere selection. Maybe 5-15-35-50 (or 5-12-30-50), for the sake of exponential growth across the board, but I definitely wouldn't lower it. And I really think exponentially growing income is huge, please don't change to 5-10-15-20, or any static pattern. This is a really good change you've made.
- Rebuilding a level 1 city costs 250 gold / 10 turns, plus the gold/time from producing a Builder and bringing it to site - for a city that will produce 10 gold per turn, or more realistically 8 gold per turn if it's put to use. The map's strongest economy would have to think twice about that investment, let alone the struggling faction who had their city burned down. Is there any way to match rebuild time to how long it would take to migrate to your own race based on proximity? I also think it should be much, much cheaper considering you've already consumed an expensive Builder in doing so. I thought 100 gold yield for looting a level 1 city was fair, and perhaps a rebuild cost of 100 would be fitting. The cost and time of bringing a Builder over is already punishing. Also, 1000 gold / 25 turns for a level 4 city, with or without how OP Animate Ruins now becomes, is crushing. You'd almost have to switch Animate Ruins to Cosmos magic via ruleset to give all players another viable means of rebuilding.
- Migration is punishing but begrudgingly I admit rightfully so. I found it frustrating at first, but it's now become an interesting new element to me. Maybe a slight touch quicker (5-7?) as it does further enhance Animate Ruins currently. It also gives you more time to 'save' your city if it's taken over. Although currently, it's probably getting burned down anyways.
And G: Several people in this thread have called for AoW+ to come with its own HSS mod. To illustrate why that would be a bad idea, here are some things I would definitely implement:
- Unit movement spells like Wind Walking would either be extremely expensive or removed completely.
- Basic units would have only 2 hexes vision, scouts/cavalry 3, structures 4, and only flying units more.
- Most ground units would have Concealment.
- Most cavalry units would have lower DEF than infantry.
- Leader/hero abilities would be strictly separated into abilities selectable at creation and abilities selectable at level-ups.
- Lore would take precedence over balance.
Haha, your list of why it's a bad idea sounds more like huge improvements! Not to mention, anything controversial could easily be edited by anyone, assuming you don't use a password (and even then, people aren't tied to your HSS file if they only want AoW+ as a base). Vision would make scouting important for the duration of the game, a very interesting premise. Concealment ... that's a good idea. As it stands, casting Concealment on an 8-stack is unviable, but having 7 concealable infantry would make casting Concealment on a large creature interesting... Cavalry idea makes for a historically accurate rock/paper/scissors-like dynamic for sword/archer/horse, and is now made viable with single projectile ranged attacks.
southern: What about making Stoneskin reduce movement points by 4? I'm guessing fiddling with movement points is impractical?
This is another good idea. I know we're working within the parameters of in-game text here..... but it'd be more of a half-truth than a lie if it were possible haha.