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And it's an absolute pisser because I love the flavour, have done even before I devoured S. A. Chakraborty's City of Brass series, but I feel like if I ever took them out for a spin I'd feel like either a bully or a schmuck, and neither appeals.
The homesickness idea is interesting, I don't really know how I feel about it, but to my mind the obvious solution is to make both their advantages and weaknesses less bloody binary. Magic power is fine; the game has plenty of ways to interact with good stats. Unseen is a problem, but also very flavourful, so tuning it would need to be careful. The main idea I have is simple: replace Ethereal with Mistform.
The Jinnun are creatures of smokeless flame, yes? That sounds a lot like the rationalisation for how Mistform works, that it's difficult to cause meaningful damage to a creature for whom bodily integrity is kind of optional. Mechanically, Mistform is much less binary than ethereal; it has some limited utility against magical weapons, but can be cancelled with either limited magic damage, or the simpler expedient of Bonk Harder. Assuming these strengths can be brought into line, it might also be possible to take a hard look at the stun effect of enchanted salt, and ask if a retuned Ubar really needs to contend with a "forge here to trivialise Jinn forever" button.
Kill things faster.
If you deal, say, 12 damage after prot, on average, it will take you something like 8 swings to kill an ethereal jinn warrior, but about twice that to kill a mistformed one.
Oh, right, that's a good point. I meant to add to the main post that such a change would necessitate the addition of a button to select homesick units. I'll edit that in, thank you.
I think they just need a few less abilities, like they probably dont need the mirror image thing with all the other stuff- plenty of other units and nations have 'mirror image units' as their gimmick, their thing should be the unseen gimmick, and rely on that.
Ubar is great thematically, but the mechanics let it down in terms of making a nation you want in your lobby. A new thematic weakness seems like the best approach, and homesickness makes sense.
It would just bookkeeping the nation to death.
To me, the Shaytan are the crux of the problem, and in particular the fact that the check to resist corruption (vs 13) is so darn difficult.
Even forgetting amplifying factors like dark skies, a lot of mages have 10 morale and thus a 70%+ good chance to be stolen, and 30%+ chance even with some morale gear. Many more have a high chance to die in the assassination if not stolen, such that you need a lot of gear and strong bodyguards to protect a single commander. Given that the nature of Dominions is that many armies have single points of failure (like the Sleeper transporting the troops or the Army of Mist caster), this capability is very disruptive to the normal game mechanics.
As it stands, an 8 base morale Enarie in Ubar Dominion with dragon helmet still has a more than 50% chance to fail the corruption check. Under 10 candles of Dark Skies, it's basically impossible for many nations to field armies in Ubar territory without bringing dozens of chaff commanders, who can often be cleared by battlefield wipes.
Some bodyguards can be pretty effective, like Winter Wolves, but those (1) can freeze your mage in an actual battle if you don't have cold resistance, (2) only have a 50% chance to appear, which means even with 5 you often don't have enough to beat a Shaytan making a fire elemental or something without good luck, and (3) don't help the commander resist corruption at all. And there's no way to try to get the Shaytan or other assassin to try against the handful of geared/protected mages that you can realistically field.
The one time I played Ubar in multiplayer, I literally spent time delaying taking the C'tis capital so I could farm more 10 morale Sauromancers to add to my mage corps. And I wondered if the best move for my opponent was to suicide them so I couldn't steal them.
Ultimately I think the best change is just to adjust the check for how hard corruption is. Seduction has a check vs 9; I don't see a strong reason why Corruption should have a 4 points harder check vs 13... Which translates to basically negating the impact of a dedicated item like the Dragon Helmet that one might use to try to protect a key commander from them. I could imagine offering gear that offers a +2 bonus as with the Beauty items at the cost of 5-10 gems and a slot ... But the reason their late game is so cancerous is that the base check is super hard, and even if you invest gems into stopping corruption, it's not an unlikely roll for Ubar to just steal you gear along with the guy holding it. And if you make a super army full of geared mages and walk onto an Ubar throne, they might just cast Dark Skies that turn and steak everyone and their gear anyway. (I've argued in other threads that Dark Skies should be reworked to remove this exploit).
But I've got a few other ideas that could be interesting directions alongside changing that one number, which BTW is not moddable:
- Bodyguards could reduce the chance of corruption/seduction by 1 each by being loyal to the Pretender and making it hard to meet in secret.
- Allow more than 5 bodyguards... So with the 50% chance to appear you can more often have more than a couple units helping product you.
- The new Ring of Warning is cool, but what I usually want as a player is a way to actually kill the assassin who is messing with my army... It doesn't really help to take my 20 mage army and spend 25 gems to make 5 of them less likely to die if targeted... Because 75% of the time my investment has no effect at all (actually it's more like 85%, because the ring is only 60% effective). So something like a 5-10 gem item that increases the chance that the commander is picked out of an army and hit by an assassin by 5-10x would mean that you can meaningfully gear a few anti Shaytan commanders and expect them to provide decent coverage for an army of a dozen other mages.
- Overall the casting AI for mages defending against assassination attempts is very poor, often spending all one's fatigue on useless actions, like buffing commoners in the Inn with Body Ethereal. So even a mage geared with Moon Blades and salt and elemental armor might be hard to script to actually defend themselves from a Shaytan with a couple gems and no gear at all. Improving the casting AI would help a lot.
I think homesickness could be a thematic idea at the 5-10% level, but worry it might feel pretty unfun even at that level because of how that tag causes permanent afflictions; though it would be good to change that mechanic overall as it's super annoying for the lost Giants and other units with it too. I'd maybe want Ubar to get a cheaper 1cp Jinn commander to make troop logistics not frustrating; if you need to lead your Jinn Warriors with Kahin to expand, you don't want just waking 3 provinces and back to the capital to kill or seriously afflict them all.
- It would be nice if ethereality had different degrees. There are two degrees of true ethereality in the game (50 and 75), but only one degree of normal ethereality.
- A blessing or item that would grant immunity to seduction/corruption. The game has the blessing of sleeplessness, so why not make a niche effect aimed specifically at the seduction/corruption mechanic.
- The difficulty of morale checks for corruption can be reduced. 9 would be reasonable, I guess.
- Shaytan is too strong for 2 points. I'm surprised it doesn't cost 4 points.