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It annoys me that sometimes perception trumps and forces a reality. Depending on build, a nation like Berytos might be substantially harder to rush rush than someone like Arco (some blesses), Xibalba, Fomoria, or some of the elves in a particular game. But players might still agree that it's an "easy target", 2v1 it, and usually win unless the 2v1 makes mistakes. Even if it was easier to 2v1 someone else.
It's not obvious to me that a nation with map move 16 guys that can sabbath into H3 (which it has enough slaves to do several times w/o a single turn blood hunting) and also drop lightning bolts and fire blasts behind PD before turn 12 is a free target. If they have a drakon in addition, even less so, since before long it will have stuff like regen and quickness on it due to its paths + national mages. Not insurmountable, but compared to rushing a nation with an imprisoned bless, even stat bless, there's a good chance it's harder to attack into the awake expander nation that attacks 3 separate resists and needs lots of > 25 damage weapons to put down the god even when it's alone. You can't raid that with low commitment stuff, and to win vs sabbath + PD + some army requires a hell bless or the attacker to full commit his mage corps. Anything less and not only might the attack fail, but the attacking nation is now at risk to be attacked by Berytos instead.
As for Kailasa, they have anyfort sacreds and sacred summons. A bless can carry them pretty far. Similar deal with nations like EA Xib and EA Agartha where their scales troops are dogwater but their nations overall can play pretty well depending on how they're built.
Wind riders are 12/17 atk/def and hit for 14 damage by default, with a charge bonus.
Colossi warriors are 12/15 atk/def and hit for 20 damage by default.
There are other considerations like the benefits/limitation of the mounts, that wind riders fly and repel (while colossi get +1 atk from weapon) and more. But the fact of the matter is that while wind riders excel in expansion due to hold & attack rear, whether they're better or worse in a straight up fight depends on bless and what they're fighting. We should expect these nations to perform very similarly in terms of troops after the expansion phase, with a small edge to mystics being able to communion w/o using slaves. Yet one of these is widely considered rush bait, while the other is not widely considered rush bait...despite that if we just line up troops side by side, they're not going to do that differently in player wars...
All that said I like the thematic merc discount and don't really see a problem with it. That will rarely make or break a game.
Myrmidons have pretty decent stats, but suffer from needing boatloads of them to prevent surrounds, resource competition with sacreds, and the fact that they have a combat speed of 6. They're reasonably effective line holders, but nobody running a white centaur stat bless should look at a high-scales Arco + myrmidons and think "woah, don't think I can attack into that".
Pegasi aren't exactly sturdy and they certainly aren't Man unicorn levels of good, but at least they're not a serious MR liability like many mounts (including both elephants and chariots). Wind riders will need help to get through prot though...in fact bad ability to defeat prot by default is another property Arco and Berytos share. If it's too big to trample through prot, they either need a bless that boosts damage or to use magic to solve it instead.
I'd also like them to get a cavalry commander to lead the Lancers around, otherwise it's hard to make use of their 20 mapmove (yes, the Brides have that, but they're cap-only and StR).
You know, it would be interesting to offer some of your own troops as mercenaries. I suppose you could even specify exactly who is allowed to hire them.
It could make for an interesting proxy-war thing in multiplayer. And it would help add a bit of variety to the mercenaries.
Being able to see the unit stats of the mercenaries would be nice. I know mod-inspector exists but even so.
Being able to hire them for longer than 3 turns or even be able to have the option as 1st pick of any new mercenary bands would be cool too. So you're not forced to compete with a random number of other people for certain mercenaries.
Could also have a mechanic where if you hire them X times in a row you get a chance to keep them in your army. I think in the past certain nations have incorporated mercenaries/roaming bands of soldiers into their professional units?