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Rapporter et oversættelsesproblem
+25% feels like a big nerf to me.
The Elves (which I know most about) only start with a production of 5 (assuming 2 workers/2 farmers).
With SM that would be 15.
5->15 is a 300% increase. Whereas a 25% increase would be 5 * 1.25 = 6.25. Hardly seems worth taking now.
Another benefit, which is not readily obvious, is as you start building units, you have to divert workers to farmers.
As the Elves, building 1 Spearmen is usually enough to require:
3 Farmers, (leaving only) 1 Worker, resulting in production of
3 * 0.5 + 1 * 2 = 3.5 (with SM it would be 13.5) still not bad.
After 2 Spearmen are built, (basic starting garrison) will require all Farmers.
4 Farmers, resulting in a production of:
4 * 0.5 = 2 (with SM it would be 12)
So, production with SM for starting Elven City producing Spearmen is as follows:
T1 : 15 (2 w, 2 f)
T2 : 13.5 (1 w, 3 f)
T4 : 12 (0 w, 4 f)
15->12 does not hurt that bad
But without SM
T1 : 5 (2 w, 2 f)
Tx : 3.5 (1 w, 3 f) (not sure the turns because it will take a lot longer to build Spearmen)
Tx2 : 2.0 (0 w, 4 f)
5->2 (Ouch!)
With the modified SM (at 25% bonus)
T1 : 6.25 (2 w, 2 f)
Tx : 4.375 (1 w, 3 f)
Tx2 : 2.5 (0 w, 4 f)
6.25->2.5 (Still Ouch!)
SM is hardly worth taking now.
In first scenario above, an Elven city can crank out 2 Spearmen (as a basic city garrison) in a couple of turns without it crippling the starting city production. The other two, not so much at all.
But frankly in MoM he moment you nerf something from Rush to support tall it's a nerf ,theres no way to avoid it because rush is just so strong in this game.
As pointed out unlike most space 4x, there's just so much gain to exploring and beating nodes, lairs, conquering neutral cities etc.
On a side note that's why I think MoM is hard for noobs. They typically not good enough to exploit the rush style because they lack to judgement to know which lairs and to some extent neutrals can be taken (or taken easily) ...given their spells and army . So they default to a tall, typically I'm going for Paladins! Which is less effecfive
Or they do colony rush...which Is a little more effective but still not optimal (particularly in remake where some setting make it hard to find a spot to settle)
I agree with your post mostly except I'm not sure in classic without stonemason Conjurer summon based strategies are better than life warlord.
I do think life warlord strategies are easier to pull off for less skilled players then summon based strategies. You just keep producing your rush unit, keep buffing them.
With summon based strategies particularly ones around combat summons of phantom warriors and taking nodes there is some skill in node selection. There's also a bit more flexibility in terms of how much you summon and what.
I only played 1 31 not the unofficial patches though so the AI rarely counters a one dimensional unit rush
Now run the numbers on a city with a population of 10, 20, and 30. Include the other production buildings like sawmills and miners' guilds. Know that these buildings' bonuses are not additive like the original but are multiplicative and this +25% is on top of that. If you do this at various steps you'll find it it can amount to a good deal more than 10 production.
But I don't need it by then as I have other cities producing as well.
The critical time you need the production boost is in the first 25 turns.
This is another reason why Stonemason is so good, because even with 0 workers you still get stuff done.
Sigh that's why the game is so hard for noobs.
They also tend to overbuild buildings not knowing in MoM it's often a error
Now (like for many others) its my favorite trait (even above Warlord). Its especially good for tall civs, or one-city challenge. If it got nerfed I'd probably just mod it right back in. Which means its probably overpowered (or should cost 2 traits), but as I said, I'd just mod it right back if that happened.
Replacing it with 10% bonus would for me make it not worth taking. With a 25% bonus it'd be borderline worth taking -- far less initial effect, but a bit more long term usage.
I thought about this. it becomes insane in the mid to late game being this high. If it maybe started high and went down as population increased that would be ideal balance wise but weird.
#1 The starting conditions are bad. Something is not right with the start, because in Classic it isn't so bad. If you don't start with a Settler then immediately you have a rebel and everyone on farming, so you're stuck with 0 production. If you start with a Settler then you can keep him in the town until you make a Spearman and then send him out, but you often start with just 1 or 2 production, given the farming demands.
If a normal start was under conditions where you had 3 to 5 hammers without a rebel and enough food, then adding 10 wouldn't be such a huge deal, but to go from 0 or 1 or 2 to 10 is a huge deal. So especially if you start without the Settler then you can just build your Granary no problem even with 0 workers, whereas if you don't have Stonemason it will start you out saying like 40 turns to make the granary lol, whereas with SM its like 3 (I forget exactly). Of course when you gain a pop it improves, but still.
#2 The game is really all about production so something like Stonemason just becomes a required default. Traits like that aren't good really. Honestly Stonemason should be removed and something done to make the starting conditions better. In Classic I think you always started with a Sword and Spear, and I thought 5 pop.
It would probably be okay to nerf it down to +5 instead of +10. I don't think it should go to 2 picks even at +10. I'd rather it be +5 and one pick than +10 and 2.
Can it be a combination, for ex, if n is the normal production, then with Stonemason it would be max{n + 5, 0.25 x n}?
Not sure I agree that the +10 is OP. However, I tend to think that:
1. +10 Starting city production.
+
2. Every racial unit is an Engineer
+
3. Every racial city gets free City Walls
... taken as a whole may be OP.
If I was going to tone something down, it would probably be number 2.
Something more like the following instead:
1. SM allows the Race to build Engineers if they don't already have the ability.
2. If the Race can already build Engineers, now they can do it more efficiently requiring only 50% of the production.