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[EL] GDD 22 - "Morgawr" faction

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9 years ago
Sep 13, 2016, 2:23:25 PM

This faction is amazing, i'm just waiting to test them to say i love them.


I think they will be really hard to play but so fun,


I can't wait :D

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9 years ago
Sep 13, 2016, 2:58:55 PM

are there lets plays out yet I havent found one yet i am very interested and waiting for this expension a long time :)

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9 years ago
Sep 13, 2016, 3:04:15 PM

I agree it looks like a challenging faction to play and that's great. The problem is that it is not so great for the AI most of the time when this is the case.


The Allayi are very weak opponents when used by the AI and if the same is true for for the Morgawr, then I suspect that the chaos they could potentially cause to empires who are easily trundling along to an easy win will be mitigated.


I may be mistaken, but they seem like part of the solution to the boring mid to late game. And their abilities certainly seem to bear this out, but if the AI doesn't get how to play them, we'll end up with another faction that only humans can play to any effective degree.


I'm hoping there will be more things revealed about the mid-to-late game which are coming up to address the 'easy win' syndrome after the hurdle of the early game.

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9 years ago
Sep 13, 2016, 3:24:34 PM

- I am impressed, very impressed, by the background, and by the gameplay and the new features.


- It's very creative. Maybe the famous french touch.


- I really like the Cthulu influence, the demonic culture, the chaos strategy etc. I am very curious to see what it will do in real games, with real humans in competition.




- But I fear, as usual, that the balance problems found will not really been solved. We got nothing to read about Balance, or balance correction.


- Nothing has really change : we still have very powerfull Wild Walkers (industry bonus + mega influence made by the construction of buildings) and superbe Ardent Mages (ERA II turn 10 influence plan combo + Imba wings and stun spells) who dominate by far the others factions.


We still have two main weak races : Necrophages mostly, and Vaulters.


- Pillage, for exemple, which is a great feature, is still problematic, because no one use it in multiplayer, except few Forgottens players, in rare cases. When Balance is uncorrect, it can lead to situations where entire features are purely ignored (as the pearl equipement for units, or the food/science/industry reserves, or several never-taken technologies).


In my opinion, this situation is a failure, and a sad failure, because it would be possible to solve this failure by changing sligtly few simples balance problems. But it seems the devs have no real will to solve these problems.


(But if devs ask for help about balance & others few technical changes, I ll be glad to give my suggestions).

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9 years ago
Sep 13, 2016, 3:50:55 PM

I am also impressed. New factions, new traits and new features always bring more to the game. Seems quite complex though. A total different way to play.


The black spot trait might add some pepper to multiplayer games. However, selection this faction means that players will have to choose a map with water, since usually most of the players prefer the Pangea style map. I would also add that multiplayer games tend to be more or too militaristic (never saw a diplomatic victory with humans playing instead of AI).


I tend to agree with Jojo_Fr about balance issues. Especially when it comes to: 


1. factions that are or weak or with traits or features that seem useless in multiplayer games, like pillage. 

2. the turn 10 trick with Ardent Mages or Wild Walkers powers production+influence  (and easy wonder quest).


I also would like to add that even if Necrophages might be seen as a weaker game, in later stages it's difficult to counter the hordes of huge armies they have, that make the game a bit predictable.


More balance between factions would make the game more fun, versatile and interesting.


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9 years ago
Sep 13, 2016, 4:13:14 PM
ojaguar wrote:


More balance between factions would make the game more fun, versatile and interesting.



9 out of 10 times balance for multiplayer makes unique factions more generic. Honestly I would prefer to see effort go toward making single player games more interesting via more capable and aggressive AI.


When a bunch of humans sit down to play together, there is a very different dynamic taking place than when someone sits down to a single player game against AI factions. I don't want more genericness leaking into the single player game (where the majority of players are) just to make multiplayer marginally better to remain unplayed by the majority of players anyway.

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9 years ago
Sep 13, 2016, 10:06:01 AM

"Morgawr" Major Faction


Morgawr awoke. Moved heads, limbs. 


Widened the cracks in the cages that held them.


Freedom, after uncountable years. Morgawr swam, touching, rejoicing. 


Freedom...




The Morgawr are a mysterious, malevolent force from the deep. Their powers are in mind control and curses, rather than military, economic, or industrial strength.They are out for themselves, seeking only to evolve, grow, and climb all the way to the stars. Execution of their own destiny is what is important to them, and things such as diplomacy and war are tools to achieve this.


The Morgawr grew out of the laboratories of the Endless; the result of experiments whose success cannot be known as the original scientists left no discernible plans. Whatever sort of programming they were given by their Creators, it seems to drive them to radically evolve their society and their technology. As they cannot make fire and thus smelt metals and launch complex industrial processes under the sea, they must encroach on the lands in order to continue this march of evolution.



Tainted by organisms and experiments in the laboratories, whatever these beings were originally (there are clues they may not be originally from Auriga) they are now telepathic monsters who adapt easily to severe conditions. Part of that process is adapting the conditions to them; as they take over areas under the sea or on land aquatic bacteria and organisms grow from their mucus–rich skins and begin to feed on any existing local forms of life. Over time, regions are slowly converted to biospheres that are more agreeable to the Morgawr.


Due to their telepathic powers, though their society is made of individuals they have a strong tendency to think and decide simultaneously together. There is less of a sense of tribe, clan, or family, for once a mind loses its individuality among a community the sense of a smaller grouping is unimportant. Groups and packs tend to form around tasks and desires, so a group of Morgawr who wish to do something simply detach themselves and move together, knowing already what it is they wish to achieve and with whom they will do it.


Affinity and economic traits


Sub-rationale

The new faction should be aquatic, more at ease on the sea and with the new content and mechanics than any other faction.  It should have some difficulties on land to compensate for this, and to encourage players to turn towards the coast for answers. 


Feature overview


First and foremost we want the faction to very rapidly become very mobile on water. This is particularly important for them because, as we'll see below, their land units are rather slow unless travelling along rivers.

 Faction affinity "Neptunian":

The faction can embark and disembark their units anywhere for free from the beginning of the game. Embarked units are also stronger and faster than other factions'.


Different factions have tended to favor different terrain types, but so far nobody has been quite so focused on coastal cities as the Morgawr will be. Tile bonuses are useful for encouraging players to found cities in these areas, but the real advantage comes from their naval units and bonuses related to oceanic region control.

Faction Trait "Hydrophilic":  

Exploitation tiles with rivers produce +1  and +1 . Exploitation tile with oceans or lakes produce +2  and +2 .


With the Allayi we aimed for a faction with intensive rather than extensive exploitation. For the Morgawr we'd like to play around with the shape of the faction's imperial holdings rather than their size: their territories should be more scattered, centering primarily around one or more oceans that they control rather than being a clump of contiguous regions. Slow speed on land and a lack of land-trade will push the faction to settle around a shared ocean. This should really set them apart from the other factions!

Faction Trait "Sea Traders":  

The Era 2 technology "Imperial Highways"  is not available, but the faction can research "Cargo Docks" an Era earlier. The bonus to trade granted by ocean region control is also doubled.


Influence has been used for several of the factions to encourage their core gameplay: building for the Wild Walkers, pacification for the Drakkens, Pearl collection for the Allayi and so on. A bonus to Influence from fortress-control will encourage, once again, Morgawr players to take an interest in the oceans. Other factions should then follow suit to keep up. The new faction's special abilities (see below) will also require a lot of influence to use: the faction will need some way to satisfy their thirst for influence.

 Exclusive technology "Breaching Wave":

Available in Era 1, this technology provides +2 per fortresses controlled by the faction.


"Black Spot" - Faction Trait


Sub-rationale

Reinforce the "dark" diplomatic focus of the faction as well as their Machiavellian, demonic flavor. Support the faction acting as a war profiteer: selling its services to the highest bidder, spreading chaos, wreaking havoc. 


Feature overview

A horrific curse is placed on the targeted empire, marking it for death!

The Black Spot is a special diplomatic declaration similar to the Market Ban. The targeted empire's can be attacked freely by any and all other empires, and killing its units grants Dust . Like the Market Ban it is possible to negotiate its removal with the instigator, and also to nullify it completely if you have enough influence.


Unlike the Market Ban each Morgawr empire can only target one empire at a time, the cost of the nullification decreases each turn until it is practically free to nullify, and it will be possible to negotiate the use of a Black Spot on a third party as part of a diplomatic deal (rather like an "Ask to declare war on...").


"Cat's Paw" - Faction Trait


Sub-rationale

Fullfill a player fantasy: mind control! Allow the faction to compensate for a lack of land units by using minor factions to spread chaos and wreak havoc. Reinforce the sneaky, demonic flavor of the faction. 


Feature overview

The Morgawr are able to manipulate "lesser" beings into doing their bidding: any roaming Minor Faction army in sight can be selected and converted on the spot, at a cost in Influence. Other empires will not know that the Morgawr player is now in control of this army: Cat's Paw armies function in much the same way as Privateers. Indeed, like Privateers the cost in upkeep will be rather high: it will not be economically viable to keep these armies under your control for long periods of time.



Note that it isn't possible to use the Catspaw ability on other empires' Privateers or other empires' Catspaw armies. So that players do not waste influence trying to control these armies the Catspaw trait also the faction to see other empires' Privateers and Catspaws.


"Seeds of Dissent" - Faction Trait


Sub-rationale

Create an alchemy with the Catspaw ability: the new faction of demonic creature should thrive in chaotic and so should be able to create chaos when needed. Further assist the faction with land-based warfare and allow for scorched earth strategies. 


Feature overview

The Morgawr whisper malcontent into the ears of their enemies' most staunch supporters, stirring up bad blood until they turn against their former friends...

Any destroyed or pacified village within view can be selected and targeted with the ability (converted, hostile and pillaged villages cannot): the village immediately becomes hostile again, starting out with 2 units in garrison and an army adjacent to the village, ready to be targeted with the Cat's Paw ability...



The cost in influence varies depending on where the village is (own, neutral or foreign soil) and the type of village, as well as scaling with the size of the empire.


"Mark of the Damned" - Quest Technology


Sub-rationale

Provide an effective means of defense on land to an empire with scattered holdings -- reinforce the idea that this faction uses "lesser" beings to do its dirty work and is not above sending them to die. 


Feature overview

This technology unlocks a set of "Mark of the Damned" accessories which can only be applied to non-hero Minor Faction units. The affected units gain substantial attribute bonuses but can no longer regenerate and will lose life each turn they spend outside of a city garrison. They cannot be sold, but can be disbanded as usual.


Units and Abilities


Sub-rationale

Most of the faction’s units are sea-based to emphasis their naval focus. They have difficulty on land, so need to use cursed seals and the possession of roaming armies to fight land wars effectively. 


Feature overview


Tier 1 - Support class - "Mastermind"
Physically frail, these creatures use their superior mental abilities to manipulate others into doing their bidding. Their excellent vision range makes them ideal for scouting for the perfect city placement (given that their land units are slow this is important) and for spotting targets for the Catspaw and Dissent empire abilities.
  •  “True Sight” unit capacity:
    • +2 unit vision  range.
    • Vision ignores line of sight (can see through terrain).
    • Can detect invisible units.
  • “Amphibious” unit capacity:
    • -1 map movement , -1 battle movement .
    • The movement cost of tiles with a river is reduced to 0.25.
  •  “Bloodlust” unit capacity:
    • Unlocks a support (ally-targeting) battle action of the same name:
      • Deals damage
Updated 9 years ago.
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9 years ago
Sep 13, 2016, 7:14:46 PM
Jojo_Fr wrote:


"9 out of 10 times balance for multiplayer games makes unit factions more generic etc."


This is a dogmatic idea. What is important it's the bringed suggestions, listed and analysed one by one.


Personnaly I would never propose ideas which increase the balance BUT decrease the versatility, the diversity of each factions, of each games. I love the diversity and creativity of Endless Legend.


To take just one exemple : Pillage is (nearly) never used in multiplayer, because it's useless, very expansive to bring units, for a small reward (in early eras especially). If small changes are made to the Pillage which make it interesting, it will make multiplayer more interesting, but too the soloplaying. 


OK...that may have been exaggeration, but balancing factions for single player and multiplayer by the same metrics is going to generate conflicts. General balance, I can get behind, but when you start the balance discussion with multiplayer in mind, you are essentially attempting to make races 'equal' for humans which will always use the most efficient and brutal strategy to win. By contrast, that may actually be desirable in AI because as a human player, I can still overcome that effort much more easily from an Ai than I could from a competent human player.


When you have a game with factions that are this diverse, you cannot easily achieve a balance for multiplayer without removing some of what makes those factions unique. 


For instance, you say overpowered Ardent Mages are a problem. I have never lost or been threatened by an Ardent Mage AI in a game. To me, it is a bigger problem that the AM AI does NOT abuse its advantages like a human player would. I would in no way want a weaker/nerfed AM in single player because they are soft enough as is against me as a human. The Wild Walkers are the same. They are one of the few AI factions that truly present a challenge. But even so, they will still make poor army composition choices and not use their overpowering tier 3 units when they own half the map and can afford to churn them out.


There are, right now, much larger issues with the AI that I'd prefer to see addressed. Like their habit of ignoring their tier 2 and tier 3 units. Their reluctance/inability to use Guardians properly even when they have several. The lack of use of Dust accessories and armor. Their passiveness in the mid-late game.

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9 years ago
Sep 13, 2016, 10:23:11 PM

A few small balance changes have been made, primarily for Allayi and Ardent Mages. Probably not enough for people who put balance as a top priority, but it is still something nonetheless.

Personally, I think it would be best to have a final balance check round after the expansion is released, like they did in the past when releasing Forge of Creation.

Updated 9 years ago.
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9 years ago
Sep 13, 2016, 10:26:30 PM

So just curious, why lift the name directly from a Terry Brooks novel? The faction looks great, but I'll always wind up thinking of the novel as a result of the naming. 

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9 years ago
Sep 14, 2016, 1:50:39 AM
Moonlighter wrote:

So just curious, why lift the name directly from a Terry Brooks novel? The faction looks great, but I'll always wind up thinking of the novel as a result of the naming. 

To be fait that was AIRships, these are WATERships. See? Very different! :D As a side note, its more likely that they took it from some obscure language rather than from a niche book published in 2002.

Updated 9 years ago.
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9 years ago
Sep 14, 2016, 2:20:39 AM
Moonlighter wrote:

So just curious, why lift the name directly from a Terry Brooks novel? The faction looks great, but I'll always wind up thinking of the novel as a result of the naming. 

Who the hell is Terry Brooks?


EDIT: I know who he is, but sarcasm

Updated 9 years ago.
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9 years ago
Sep 14, 2016, 9:12:17 AM

Slashman wrote:

I agree it looks like a challenging faction to play and that's great. The problem is that it is not so great for the AI most of the time when this is the case.


The Allayi are very weak opponents when used by the AI and if the same is true for for the Morgawr, then I suspect that the chaos they could potentially cause to empires who are easily trundling along to an easy win will be mitigated.


I may be mistaken, but they seem like part of the solution to the boring mid to late game. And their abilities certainly seem to bear this out, but if the AI doesn't get how to play them, we'll end up with another faction that only humans can play to any effective degree.

You are right that it is easier to program an AI to min-max than it is to program an AI to skulk and trick and play other empires off against each other: hence AI is better at playing Wild Walkers than Forgotten. We do intend though for the Morgawr  to hold their own in terms of economy and military, which is better for the AI than the Allayi who had an even more unconventional economy. The AI will take to the sea faster as Morgawr and will be able to use all of the faction's special abilities (Dissent, Cat's Paw, Mark of the Damned and Black Spot). 

Jojo_Fr wrote:

We got nothing to read about Balance, or balance correction.


KnightofPhoenix wrote:
Personally, I think it would be best to have a final balance check round after the expansion is released, like they did in the past when releasing Forge of Creation.

It's certainly easier to balance content when you're not adding substantially more of it at the same time, so yes: free updates are better for balance passes than expansions

We have made some balance changes -Kaboomer may be able to tell you more- the GDDs are about new content though. I'd rather we stuck to discussing the new faction here and talked about balance elsewhere.


That being said I have a weakness for AI questions...

Slashman wrote:

There are, right now, much larger issues with the AI that I'd prefer to see addressed. Like their habit of ignoring their tier 2 and tier 3 units. 

We've done a pass on unit unlock priorities and also on army composition (would be interested in Knight's views on how effective these changes have been).

Their reluctance/inability to use Guardians properly even when they have several. 

Could you describe precisely in what way Guardians are miss-used? 

The lack of use of Dust accessories and armor.

This is a very hard one to solve - I've taken a few cracks at it over the last few months, I'm not entirely satisfied with the results yet. I will have another look. 

Their passiveness in the mid-late game.

I did a pass on the attitude score modifiers and have added dozen or so new ones to account for things like approaching empire victory and attacks on third parties. In theory the AI should be a little less complacent in the mid- to late-game (any VIPs listening: do chime in if this made a difference for you - if not we can tweak things further).

Gwydden wrote:
Moonlighter wrote:

So just curious, why lift the name directly from a Terry Brooks novel? The faction looks great, but I'll always wind up thinking of the novel as a result of the naming. 

Who the hell is Terry Brooks?


EDIT: I know who he is, but sarcasm

Yeah, the name is from the mythical creature - not the novel  


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9 years ago
Sep 14, 2016, 1:04:51 PM

Hi Wilbefast,


I'm glad to hear that some efforts have gone into addressing the things I mentioned. I hope that you can get the Dust accessories sorted out sometime in the future.


Specifically relating to Guardians I have found that the AI doesn't lead with them to assault the enemy as much as they should, and in a recent game I played with the Cultists, they excluded their earth guardian from my assault on their city (which lead to their defeat). They also used the Skoros guardian as a scout for some odd reason instead of a cheaper disposable unit. 


In another game I played as Roving Clans, I was able to see my Broken Lord neighbors waging war with the Necrophages and build 3 Guardians, none of which ever went to the front lines. I think that the inability to link Guardians to armies may be a problem for the AI. If I have a guardian, I'm going to move it forward along with my best army to go to war. It is like the AI doesn't understand the power of Guardians and doesn't rate them as highly as they should. A guardian beside an attacking or defending army is a serious threat. It is weird that the AI doesn't use them more. Maybe other players have different experiences with them...I don't know. So far, the only AI I have ever seen lead an army against me with a guardian are the Necrophages. Once. Never saw it happen again. So I'm assuming it was a fluke.


I may still have saves from the game with the Cultists I mentioned earlier. If you are interested I can post them.

Updated 9 years ago.
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