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Feedback on the Mykara & the Urkans Balance and suggestions about it

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6 years ago
Jan 26, 2019, 11:30:14 AM
1. My current impression on the balance about Mykara

- The Mykara are currently slightly underpowered. It's a bit the opposite of the Kapakus, who were at the start-up of Inferno ultra overpowered.

- They are underpowered, because they have a lot of trouble getting enough FIDSI in early game. Let's compare them quickly to Cultists, a similar faction in their gameplay (only one city) :
- Cultists convert villages instantly. Fungal bloom requires 4 turns.
- Each village gives them 7 hexes of FIDSI, against 1 only for a fungal (big difference).
- Each village gives +1 pop to the capital. Fungalised village give zero pop to the capital.
- Influence is difficult to get in early game for Cultists, but they can convert 1 to 2 in village to turn 10 normally. Mykara are unable to produce the equivalent, which would be 14 fungals.

- Fungal costs a lot of food. This prevents Mykara from growing rapidly early in the game, having districts, and therefore having a high output of FIDSI.

2. A suggestion to help Mykara boost their FIDSI in early game

- Each fungalised village should add +1 free pop to the capital. The Cultist have this bonus, and it is very useful to them. This bonus could encourage more pacify / destroy villages in the early game, for fungalize them. What do you think friends ?

3. The defensive and resilient power of the Mykara on the Cultist

The next comparison of powers is here to reflect. It is not intended to point out a problem to correct :

- The converted Cultist villages are very vulnerables to attack. A single unit can destroy one or two unguarded villages without problems. One can certainly put garrison units there, but it is not very powerful against an attack, unless fullfilling his villages of units, which is not realistic, and at once.

- In contrast, fungal growth cannot be destroyed instantly. They can be looted (pillaged), but that requires looting units, and it's very slow. In addition it seems that looting the fungal does not pay anything (which is normal, it should bring as any looted improvement but it is another subject). It is much slower and more expensive to loot than destroy a village.


What's more, via the ruins, the Mykara can teleport their units in case of problems. Cultists can not, having map control is much more difficult for them.

There is a strong defensive advantage for the Mykara, which can spread quietly across the map.


4. About fungalised villages

- The pacified villages in your area increase the population points of your city. But curiously, the Mykara cannot rebuild a destroyed village. Is that a bug ? I guess yes. All other factions can rebuild a destroyed village. So, either they have the chance to pacify the village by a quest or a sudden, or they will never enjoy his free pop. Using fungal growth costs them food, and increases the overall cost of future blooms. Not very interesting.

- A peaceful village can be fungalized in its own region. It's strange. Once this village is fungalised, if it is unfungalised (remove the fungal), it becomes pacified again. I'm not sure that makes sense. It seems to me that a defungalization should leave the village destroyed, right ? To see by the devs.

5. Proposal to buff the Mykara interaction bonus with Urkans

- A player named Sheredynplayer writes this on the Amplitude's discord. I agree with him :

"So I'm playing Mykara and I'm having a good time. I would like to take a closer look at that. If you do not know how to know Bribe an Urkan beforehand it does not help to know where it is."

- I agree that Mykara should know what resources each of the 3 Urkan will desire before they spawn. They could then prepare with their extractors. On the lore aspect, I would find that the Mykaras could be linked to any Urkans. Both of these creatures were sleeping deep under the earth, and they have a close relationship I guess. And after all, Allayi can predict winter exactly. Kapaku can predict Eclypse exactly. So why do not you want to know where to go ?

6. What to clearly nerf in the Mykara

- The Mining Concession Buildings (it doubles the harvesting yield of strategic resources) and the Advanced Extractors, available in the era V (+5 harvest yield for all luxury resources extractors including the rarer) work across the entire map ! That is to say that the extractors of Mykara receive a huge bonus.

- These buildings are designed and balanced to operate on a regional scale. They are expensive but report in the long run. Even though the Mykara have -50% in extractions output these bonuses remain huge and very overpowered.

- Also considered, that the Mykara can easily assimilate almost any minor faction to yield bonus (Silics and Dorgueshi). They can cumulate these assimilation bonuses and this kind of building.

- I suggest that these buildings only work at regional level (their capital) for Mykara, and if this is not possible, to purely and simply make them inaccessible to the Mykara. Mykara are not supposed to be specialists in mining or refining mineral resources like a normal industrial faction I guess.


7. A question about the looting of fungal bloom

- A player told me that the fungal bloom did not pay anything to the looters when they were looted. In my opinion it is not normal. Why would an extractor or a watchtower not yield anything ? They report well when they are in a controlled area. In addition, I add that looting is a feature very rarely used by players (because it is more interesting to simply conquer the cities rather than invest units and time in the looting). I think it will be good to stimulate the looting of the Mykara, granting rewards of resources as with all other factions. For the ruins, it could be dust, as with the watchtowers (scaled on the technological level, the current era, of course).

8. A problem to raise about Cultists and Mykara

- Other factions can by colonizing regions, eliminate fungalised improvements. Cultists cannot. In theory they must loot every fungal but it's in practice very slow to do.


- As I have compassion for the cultists, can we imagine a technical solution so that the converted villages of the cultists can "attack" the fungals and suppress them, the way the cities do ?


9. Make instant fungal ruins blooming-> teleport-> surprise attack during Eclypse not possible

- During Eclypse, Mykara can instant fungal bloom anything for a scaling dust cost. It's a very interesting feature. But it can be seriously abused with the tactic I described in the title.

- I strongly thing it should not be possible to instant fungal ruins. It's easy to go to an enemy city and take it in two turns !!

- If it takes 4 turns to fungal the ruins, it's more balanced, it gives more time to the defensive player to prepare himself to this attack.


10. A very cool suggestion : Faster Urkan spawning game option

- I play in multiplayer. In multiplayer we play in quick speed, because in normal games need too much hours to be finished.

- Sadly, Urkan seems to spawn a lot too slowly in quick speed. Now I am turn 34 and I got only one Urkan on the map, which spawned at turn 18 ! It's really late. It's already mid-late game.

- Does the spawning speed of Urkan increase with the game speed already ? If not it would be cool to make it scale with the game speed. And please put a game option "Fast Urkan Spawn" to increase it. There is already an option to make Winter harder, or ligther. Same for Eclypse (less or more frequent). Without this new game option, Urkan will not be usable in multiplayer games ! These big creatures have potential and are not annoying when they are neutral and roaming on the map. :)

11. Urkan bribing cost looks overpriced

- Paying 30 titan bones for example, is beyond the reach of any player until the very late game. It's a huge cost. Moreover, players have LARGELY more interest to use these boosted as boosters (+50% industry in all cities !) Than just to bribe the Urkan.

- It's not fun (especially in multiplayer) if we have Urkans but it's impossible to actually do anything with them.

- We have to consider the high price of the Urkan upgrape. Theses resources are expansive. Taming Urkan is already difficult and expansive I think the rarer ressources price should be reduce by -10 (like titan bones or others Era 3-4 ressources). Paying 15 Titan bones for a Urkan would be reassonable. You have to build the extractors, wait, find the Urkan before others players. It's a difficult process.


12. Keeping assimilated overgrown city does not worth it at all

- More information here : https://steamcommunity.com/app/289130/discussions/0/1739980540120258140/

- The problem is very simple : the FIDSI bonus is not worth the doubling of the influence of your empire plan, does not worth the BOOSTER doubling price, or the Expansion dissaproval price. It does not worth it AT ALL !

- Other factions can create influence in conquered city. You can then point to your point where it is worth it to conquer. Mykara cannot. Basiquely, overgrow faction are like free FIDSI fungalised hexagon. It has no other utility than that.

- So, it's creations expansion approval penalty (which is not logical, because it's not real cut with living pop, but a ghost city) and doubling the influence price.

- A gameplay design argument : making that overgrow city cost a lot in influence / boost, is a full demotivation to be aggressive as Mykara. Your objective is to become one of those cities, then assimilate it in 3 turns, then raze it immediately. It's not normal. Overgrown city should be wanted and kept by the player, not destroyed.

- Last argument : there is a quest reward in the faction quest line of the Mykara which give +10 FIDSI for each overgrown city owned. These +10 FIDSI are nothing compared to the price of doubling influence price and booster price.

Suggestion :

- Make it overgrow city increase the influence / booster price, but only like 4 fungals improvements (it's a kind of big fungalised thing, no more). So it's like if you had 4 new fungals on the map (wiith increase the next fungal bloom scale price). And overgrow city should not increase expansion too much, because it's not a real Mykara expansion or city.


13. A critic of a certain moment of the Mykara line

- Part 4 of their faction quest requires carrying for 8 turns equipment that decreases by -30% the general output of food and science of your city (and therefore your entire civilisation).

- I do not like this quest because it is to my knowledge, the only quest of all the factions, which negatively affects the faction for 8 turns (it's 8 laps long). Usually quests never have a negative impact. They require an investment in resources off course, or in military units, but they are in the wake of the normal and positive development of your faction.

- Consequently I would like to suggest that this object has a reduced negative impact for the Mykara : from -30% to -20%. And pass the necessary turns from 8 rounds to 5 rounds.

13. Reflection on strengthening the wide strategy path


- Endless Legend was already a game that greatly benefits the game tall rather than the game wide. The main reason for this is the huge increase (it doubles) required for empire plans with every new city building.

- The arrival of the Urkans further strengthens this tall game. I'm not against the tall strategy path, but I don't like the wide strategy path is less and less attracting... Indeed, the Urkans have several effects that strengthens the game tall :

- They aspire to the luxury and strategic resources of an entire region. No need to colonize it and invest hundreds of points in the influence therefore.
- They protect the cities around. In case of a problem, a Urkan is immediately available to intervene.
- They increase the productivity of cities adjacent to his region. We have +50 of happiness ! +20% dust and +30% food production. We even have a huge bonus of +50% bonus of scientific production. And these bonuses benefit all adjacent regions.

Suddenly, it is a new incentive to play tall : few cities possessed, few controlled areas, but cities ultra productive. As a player I would like to have to choose between tall game and wide game, and do not always choose the game tall in my parties (solo or multiplayer). But I do not know exactly what should be done to give a boost to the game wide.

Maybe reducing by 1/3 the cost of influence added by each new city. This would stimulate to be a little more aggressive in the colonization, rather than stay on 3-4 quoted all the party (while waiting to conquer the overdeveloped cities of other players...).


14. Why does Mykara begin with Topography tech ? It's the worst era I tech

- The building it gives is only usefull if you have science output in your immediate zone of district. If you dont, this tech is completely useless (you won't build the Mineralogy center at turn 3 and farm science specialist).

- Moreover, I am not sure to see the logic to give this scientific building to this race. It doesn't really mesh with their mushroom theme.


- I think it would be more logic to give them the Granary building, the Seed tech, which increase the food produciton of the city. It would help them to have faster fungal bloom, and is much more logical than Topography in my opinion.

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6 years ago
Jan 26, 2019, 11:51:14 AM

List to summarize the suggestions I propose (it's faster to read) :



- +1 pop in the Mykara city for each fungalised village (like Cultist villages).


- The Mykara know in advance what resources each Urkan will claim before it emerges on the surface of Auriga. This helps them plan the harvest of these resources.


- Buildings that increase the harvest yield of resources are impossible to build for Mykara because they work on all their extractors on the map, which is far too powerful.


- Pillage the fungalised structurers bring back resources and dust, like any other structure. Today, it pays nothing, will know why.


- Rushing with dust during the Eclypse ruins becomes technically impossible for Mykara. This allows surprise attacks in two rounds, all too easy to do.


- Introduce a game option to bring the Urkans twice as fast on the map. Because in multiplayer mode and partly at fast speed, they come much too late.


- The cost for Briber Urkans is too high. Especially rare resources like Titan Bones for example. I suggest decreasing to decrease by -10 the price. A price of 15 Titan Bones (or other rare resources) to tame a Urkan is enough.


- The overgrown cities are currently a monumental drag to the Mykara. They double the price of boosters and the price of empire plan. Players have a lot more interest in shaving their own cities. I propose that each village overgrown costs in terms of booster and influence, 4 fungal bloom. No more.


- Change the starting technology Topography by Seed (Granary), much more suited to their lore and useful to their gameplay.

Updated 6 years ago.
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6 years ago
Jan 26, 2019, 12:02:26 PM

Hello there! 


I was thinking about making my own thread but I found yours and you already have written down my ideas and yours.


I share your opinion that the Mykera do feel a little too weak. 


I agree, each overgrown village should add 1 pop to the main city. 


You already go through the trouble of fulfilling a quest or defeating units to pacify villages. Right now there is no reason to create blooms over pacified/destroyed villages unless you want to assimilate them. The FIDSI output from 1 tile is not enough. 


Buff for the interaction with Urkans:


Like I said, the fact that you do have vision of the Urkans does not help if you cannot tame them. I do agree that some luxury costs are very high and you could use them for your own city instead. Sometimes you are lucky and the vision reveals a ruin which you can use to create a teleport tunnel. This is great, however it doesn't help if you do not know what the Urkans need for taming. I do like the idea of being early for taming Urkans. But it should not come down so much to randomness if you spot a ruin next to an Urkan. 


I suggest the following: 

  • Increase the tiles revealed around Urkans. When more tiles are revealed, you do have the option to create a tunnel next to an Urkan and teleport there. 
  • As Jojo and me suggested, Mykera should know what an Urkan needs for taming before moving Heroes next to him. Otherwise you are simply wasting turns. 
  • The cost for tamin Urkans aswell as training Urkans should be 20% lower for Mykera only. 

Compare the Mykera to the Morgawr. The Morgawr are on the ocean immediately and this is their great strength. The Mykera are supposed to be early for Urkan taming yet this does not work in practice. Therefore, change the Mykera like I suggested above. 


Overgrown cities need to impact approval and additional influence and ressource cost less - I agree with you. 


Overgrown cities are simply not worth it because the lower your approval too much and force you to research -25% colonization dissaproval techs. 


The Questline: Chapter 4 needs to be looked at. It is too hard to defeat the roaming armies in 2 regions if one region is on an entirely different continent.


I don't like the fact that this part comes down to randomness mostly. Change it so the regions are always nearby.


The Book of Urkan studies malus -30% food/science is too high. Lower it drastically or remove this malus.


I agree with Jojo. Since you only have 1 city this Malus is way too high. 


The starting techs are too weak and not useful enough.


In my game I had only 3 tiles with science output. The science building was simply not worth it for me. Remove this and give the Mykera a tech for +10 food output during summer instead, which is always useful. The Tech for 10% reduced cost to loot nothing is also a terrible starting tech. There are other techs which need to be researched and the fact that you start out with a useless tech is bad.


Updated 6 years ago.
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6 years ago
Jan 26, 2019, 1:07:42 PM

I mostly agree with you on most of the Mykara city stuff, I think they are very weak early game, which is the idea, but they might be a bit too weak early. I do think that the eclipse effect is strong, but they are underpowered, so I think that taking away one of their few strengths would be unfair. During eclipses they are very strong at taking undefended cities, but you need to leave a city undefended for it to matter, so thats more player error than being overpowered. The rest of the stuff you said seems mostly fair.


I think your Urkan bribery bit is completly off the mark though. Urkan are significantly stronger than titans,with more utility, and one of the toughest neutral fights in the game. I think that the cost to bribe them if anything is too low. These have the power of late game units, asking a lot doesn't seem unfair at all. I don't see titans utilized every game and I would be fine if a game ends before Urkans are viable.


I also feel that your suggestions are mostly good, and while the Mykara could certainly use a bit of an easier start I think they have the potential to be extremely strong late game, and don't want to see that nerfed out. I think that the x2 are working as intended and should remain so. if the Mykara live to late game and get these late era techs and then are able to start out producing you, I belive thats a failure of the other player, not the Mykara. There are many ways to address the growth of Mykara as another player, but if you leave them long enough to develop a strong foothold then you will be at a disadvantage. They are a lategame snowball race.


Overall, good suggestions that I hope get considered. If I didn't directly address it in my post it's because I mostly agree with it. I think with a small amount of tweaking the Mykara can be very interesting defensive Cultists that attack with blitzkriegs, especially during the eclipse, and thats a gameplay style I think would be very interesting

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6 years ago
Jan 26, 2019, 2:38:48 PM

I agree that the Mykara are underpowered and I think the suggestions for buffing them are sound. The Topography tech might be a lore thing; the person who melded with the Mykara was a scientist or a scholar. But yeah, it is pretty useless.

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6 years ago
Jan 26, 2019, 2:40:43 PM

I agree that the Mykara need something to help them with their influence woes, but I'm fine with them starting with topography. The Center for Minerology is very good for the amount of population Mykara can (eventually) get, though Geomic Labs is basically useless and CfM is not handy for the early game. What I would rather see is replacing Search Party with Cultivation. Starting with food tech makes far more sense to me than starting with ruins tech.


I agree with ynotgriff on the Urkans - they're so incredibly powerful, I was thinking the bribery costs were rather low for them. It was a simple thing for me to just go to the market and buy the luxuries (though I wouldn't be surprised if this is much more difficult on higher difficulties/against humans). Urkans are incredibly powerful military units in addition to eco boosters - I'm fine with it being hard to get them. Side note: the lore paints them to be these creatures of random destruction; could we have them going on rampages? Probably unfair but they feel too peaceful pre-capture.


I would not oppose Mykara having a discount for taming Urkans; I haven't tried fighting Urkans with the Urkan Slayer skill, mostly because if I want to use a hero as a general it feels very hard to go down that skill path. It would be nice to have an advantage to claim them and make a lot of sense, lore-wise.


Regarding the quest, I'm not sure I have an issue with the city debuff because I found I was able to finish the quest so incredibly quickly, I think it balances it out a little. +1 to the comments about making sure all the roaming armies and such are nearby, though... Too many times I was saying to myself, "[Region]? Where on Auriga is [Region]???"


Something I would like to see is Urkan upgrade costs being limited to luxury resources present on the map. I played a small 4 player match and was unable to purchase some upgrades because they cost spices, the map had no spices, and the market ran out of spices.


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6 years ago
Jan 26, 2019, 9:09:24 PM

Thank you for your feedback guys.

It's very interesting. I agree with most things you said. I hope others players will join and say what they think.


This afternoon I played two games with some serious players. The power gap between a strong player as Forgottens and me, was huge. Turn 25 he got twice score me. And he got a low start.


They are actually the weakst faction of all. Even the Broken Lords are stronger economiquely than them...

I know now that Mykara are even more underpowered than I thought before.



That's why now, in addition to the suggestions of buff made in this topic, I support the 3 following propositions:


- 50% influence cost and booster cost added by fungal bloom owned. It's super hard to have influence early game. But you need some fungal to grow. You don't have cultist governor to farm influence. And you have more important things to do that farming influence (you have to farm food, science or industry).


+2 science gained for any fungalised ruins (because you have to give scientific boost, it's logical and you need more science!).


+1 influence gained per village fungalised. Logical, and a nice little buff for the eraly game especially.

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6 years ago
Jan 27, 2019, 12:00:43 PM

I do agree that the Mykara are, as of this dlc's release, the weakest faction in the game.


I have never felt so weak as I did playing them (and I have played as the Forgotten multiple times)... They are also usually 200 to 300 points behind everyone during the early game and whomever is close to them more often times than not just goes and conquers their city with no issues.


Outside of what already everyone said I feel that their biggest issues early game are the fungal blooms and their AWFUL units. 


They start with a debuffer unit that unless paired with their hero (wasting his extra food abilities had he been leading the city) can't even take on the weakest of the neutral factions. This is akin to the Cultists but unlike them they can't get free units to reinforce them. 

To make matters worse their second unit is a weak cavalry unit. This means that until the third unit the Mykara need to use a mix of mercs and assimilated minor factions or get really lucky with the Urkans to have a proper defensive army.

The issue gets worse when you compound the fact that the Mykara will be, more often than not, behind in tech and won't be able to churn out enough production to compete with other factions, leaving their capital EXTREMELY weak early on and like I said before, get taken out in the first 50 turns easily.


Then the fungal bloom feel like a huge ball and chain to your growth! For instances, if you spend 14 food for 8 turns for a 2 food, 1 industry village plot you will need 66 turns for that plot to recover the wasted food! 

This will make your city a joke early game but if you don't get enough extra plots your empire won't be competitive late game! Plus the fact that the best way to expand is to just wait for a dust eclipse and buy fungal blooms to save food feels really off.


So in essence:


  • Their units are generally terrible and need urgent buffs.
  • Their starting unit is the biggest cause of their early defeats more times than not and if at all possible should be replaced with something that can actually defend an early aggression.
  • The fungal blooms are meant to be how the Mykara expand but end up feel like wastes of food more often than not. So they should give some bonuses:
    • Villages should give extra pops
    • Ruins should give... something! Either some extra dust or just a +1 food. Otherwise there is no proper incentive to spread to ruins outside of really good plots or teleport locations.
Updated 6 years ago.
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6 years ago
Jan 27, 2019, 8:36:41 PM

landed here from your steam thread.  great ideas.  i would like to add the following to compliment the one city mechanic:


3 levels for districts with scaling of fidsi.

rework hero to be a stronger governor.

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6 years ago
Jan 27, 2019, 11:13:47 PM

1. agreed but only partially. it takes strategy to not overreach in the early game with your fungal spore to keep your empire running efficiently. I agree they need some love but some of what you say is based on player choice and strategy.  The problem becomes, however, that are they so finicky that you have to play them in a super specific way every time or they don't work in the early game, or not. 


2.agreed, it leads them to be more aggressive to expand quickly and would bolster their early game enough.


3. I kinda wish to assault the Mykara city there were more hazards, like militia that can patrol in the base region and such.


4.bugs are creepy crawly


5. Knowing beforehand what the resource is needed to bribe the urkan would be a nice unique feature to add to the game.  Like a technology of some sort.


6. I kind of agree, however, nerfs are never nice to see or experience. require balancing


7. agreed


8. having factions be weak to each other in certain ways is not necessarily a bad thing.


9. If there was an endgame tech/quest that allowed other factions to backtrack through the tunnels this might still be ok. (it will also keep you from enacting such things if such tech exists)


10. sure this is a good idea I agree.


11. keeping them for the endgame is not a bad thing, but by the time you get them, the enemy has an easier time dealing with them.


12. Agreed, the penalty seems not worth the cost  


13. I found this odd as well, but its something new. I'm not knocking it until I get more games in 


14. It kinda fits because of the story quest..... 


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6 years ago
Jan 27, 2019, 11:17:13 PM
HappyShepherd wrote:

landed here from your steam thread.  great ideas.  i would like to add the following to compliment the one city mechanic:


3 levels for districts with scaling of fidsi.

rework hero to be a stronger governor.

there is the market filled with heroes that are strong governors

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6 years ago
Jan 28, 2019, 12:15:18 PM

I think I'm pretty much in agreement with the list.


I think Point 12 (the empire-plan and booster costs of assimilated cities) is probably the most important point here. 

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6 years ago
Jan 28, 2019, 4:00:42 PM

I liked your list, Jojo. And I strongly second the +1 for blossom'd village. 

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6 years ago
Jan 28, 2019, 10:47:18 PM

The first time i read the fungal bloom description and saw  the starting techs i thought that the geolabs (or similar buildings) would also work on exploited fungal blooms. Was disappointed that this wasnt so, but this could be op in late game. 


I do agree wis this post anyways, in particular that the conquered cities should not coint as regular cities for happines, empire plan and booster penalities....

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6 years ago
Jan 29, 2019, 2:46:11 AM

I won't comment much on the suggestions but wanted to chime in to say I agree the Mykara are definitely underpowered right now. I'm really struggling even after lowering the difficulty and making a second attempt, though it's probable I'm also playing them poorly. I haven't managed to tame an Urkan yet with them and I feel like that's probably a crux of their strategy. To be honest I've found them pretty frustrating to play, they seem to have quite a big learning curve as far as when/where to place your blooms, looking at what others have posted.


Regarding Urkans, my problem is that they quickly become unavailable to tame with resources if you're out-teched. Not only do new Urkans require the Tier 3 luxury if anyone has gotten that far (and above normal difficulty, early game you're going to be out-teched most of the time) but the old Urkans retroactively require a Tier 3 luxury (at least they did in my game, which I didn't discover until I'd sailed through the ocean in winter to tame it), so you're locked out. Though at least I'm not the only one, as in my current game it's turn 90 and nobody has tamed either urkan yet. In my first Mykara game, the first Urkan was snagged up before I had a chance to tame it.

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6 years ago
Jan 29, 2019, 9:57:54 AM

Hello devs,


While I do agree the Mykara could use a little love, I think the situation isn't nearly as dramatic as some would like to paint it - the launch really reminded me of the Forgotten, who needed a small sprinkle of Dust and Influence to help them out. In fact, I think the race is already less fragile than the shadow folks.  Still, it's not without its warts, even if I think a lot of the early struggles are due to bloom/overgrowth being more of a much more fine balance thing than people intuitively assume.


Anyway, here's some of my humble suggestions:


1. The unique technologies need the Caudata Sanctuary treatment.


Caudata Sanctuary was a nice tech: one that was convenient and pleasant to use, but not really necessary in the grand scheme of things and thus skippable if one's really pressed by a challenge in the game. Adding a rider of influence discount to it gave it some much needed extra use. Mykara technologies are in a similar need: not only are they very conditional (depending on Urkan ownership), but also... not good at all. Diplomatic action cost is peanuts, particularly for a faction incentivized for warfare and garrison, while fun in principle, trips over Urkan's small garrison size and the slots being taken by the lice anyway. Moreover, the techs come early enough in the tree they should be a fine vector for whatever little buffs one intends to do. Some of the ideas I had for such boni are:

  • Urkan politics discounting all influence costs - by a lesser amount, if (likely) necessary. In that case, even if the percentage would be halved, the broad application would offer a decent influence trickle for an Empire Plan-reliant faction, while encouraging espionage play, nudging players to keep assimilating all the diverse minors in their zone of influence and help juggle overgrown cities and empire plans.
  • Urkan Encampment extends owned Urkan's garrison size by 2 - it would allow the Urkanportation (really cool, but not that crucial given the ruins network) to work with Era II Meritocratic Promotion 6-unit strong armies. It would also mean two extra slots for lice spawning, which would amount to nice little passive buff for all of the time one's not doing surgical strikes at a given moment.
  • Incorporate an Urkan-bribing help into one of them. The resource discount vanished since beta (I think there was one in beta) for a reason, but it either could make a return or the shrooms could get some other enabler - like being offered two random resources as a bribery option. It'd be really nice for them to have a leg up in the Urkan race, given all their techs and a step in factional questline rely on it!

2. Overgrown city scaling


As it stands right now, it seems pretty clear the overgrown cities are meant to be kept temporarily, to be discarded a turn before the empire plan - otherwise, the cost of empire plans, luxury boosters and happiness maluses grow prohibitive. If that's intended, it's fine - though it would be really nice if devs stated this out loud, since there's a lot of counterintuitive things going on with them. For example, the expansion penalty while limited to happiness buildings in capital is either very much intended to keep happiness investment a resource sink like it is for other empires, or an unintended omission. Some clarity here would really go a long way, guys.


Still, assuming they are meant to be kept - or at least the nicely developed ones - I would suggest having their empire size penalty scale with the amount of districts - basically treat them very similar to the blooms. With some tweaking of the exact costs, it could provide a much more fluid, intuitive and workable trade-off between expanding for capital-boosted FIDSI space and Empire Plan considerations - similar to how other empires deal with expansion. This I feel is rather crucial, given Mykara has only one city's worth of influence boosters and cannot force the new acquisitions to "pay for themselves" by throwing production and dust at them.


3. Hero talent tweak


Okay, this is a minor one, but the -food consumption talent really sucks. It sounds wild, but it really amounts to granting 1 food/pop per level. Even for the trickier considerations (winter penalties! rushing out a volcanic city) the maths don't really work out compared to any other food generation option. The idea was nice, but it needs a tweak, such as:

  • The simplest way: make it a single level talent granting -100% food consumption. Still worse that the level 1 food talent, but fine enough for a diminishing returns kind of thing.
  • Turn it into a +% food production bonus (much in line with how most resource-oriented heroes have their talent trees built).
  • Cook up a food-scaling bonus not unlike Organic Industry.
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6 years ago
Jan 29, 2019, 2:40:24 PM

I really like the overgrown city mechanic, would be a waste if you had to aband it as a core game play mechanic. As of right now, due to penalities, its better option. As a side note, i'd also propose a slight increase in the defensive capabilities of home/overgrowth cities, for example one could buff the mykara garisson uinits and add some to overgrowth cities as well. 


One could roam more freely with hero army, using the ruin network and grabbing a good asortment of luxury extractors, thus buffing the urkan gameplay for the mykara. Also striking undefended enemy cites. 


Btw would it be op if home/overgrown cities also count as teleportation points automatically?

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6 years ago
Jan 30, 2019, 3:32:27 PM

More or less just a 'copy paste' about what I wrote on the steam forum thread. Anyway, I'd like to add these into the mix as well:


So after I've played a few games with them, against the AI, and all I can say is that they are really slow in the begining. Espacially since their early quests require you to fungalise 3 strategic resources and that eats all the citys growth for the next 8 turns. Then the quest after that require you to fungalise 5 minor factions and you really can't fungalise all of them at the same time + the winter is usually around the corner at this point. So that's one winter + 24 turns of almost no growth. That's usually around 30 turns where you have no growth in the early game, with close to no reward from it, if you presue the factions quest. For a singel city faction that focuses on food that's pretty sad.

That being said I don't think the Mykara should get a population from fungalised villages and that's because that's what the Cultist do. Mykara shouldn't be Cultist 2.0 and therefor shouldn't get a population from fungalised villages. The main reward from fungalise villages is that you get to choose what minor faction you want to assimulate but at the same time I do belive the fids from a fungalised village is quite weak and should be buffed, but that goes for all fungalised objectives.

I do agree that the influense cost from each fungalised city and village / resource should be redused. And while on the subject on fungalised cities I do belive that the empire approval should only take the main city into considuration.

So since it is a faction that focuses on fungulise the whole world with a added focus on food as thier only population growth would I also like to add these into the mix:

-Add '+10 food' on their 'Founder's Memorial' to give them an edge in the early game.
-Add so every fungalised village / resource etc. gets effected by city improvements like the Geometic Lab.
-Boost thier 'Organic Industry' so it effects all the citys output.
-Fungalising should be a lot cheaper and faster, but also more fragile and easier to remove. Since Mykara can teleport across the map they should try and stop anyone who dares to remove thier spores. Also make it so if you are at peace or allied with Mykara that you can still search ruins, so that you don't have to declare cold war with them just so you can complete 'Lust for loot'.

And just as a bonus: Maybe make it so that fungulised cities population migrate into the capital, just as villages do. That would make it so you would try and keep the cities you conquer and not just raise them, but then the influence cost for each conqured city shouldn't be nerfed or maybe it should be based on said population.

I don't belice they should be focused on the Urkan and instead focus on fungalising Auriga but if they still insist that they should be focused on the Urkans then maybe give all thier units 'Urkan slayer 1' with a bonus that they know what luxuary resource they require or maybe even make it so they can give them any resource that they want to the Urkans.

There is a lot of potential in this faction and in its concept. But I'd hate to see them get turned into Cultis 2.0.

Updated 6 years ago.
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6 years ago
Feb 1, 2019, 3:32:44 PM

Hello everbody,



thank you very much for this thread, and the very neatly structured way you presented your concerns. We have been discussing the balance of the Mykara based on your feedback, and we are considering some changes. I would also like to mention that some of the balance issues you have been discussing were connected to bugs, like the Overgrown Cities lowering your Empire Approval far more than intended.


Unfortunately, I have no information yet on when the next patch is inbound, but I hope it will address many of your concerns.

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6 years ago
Feb 2, 2019, 3:36:40 PM

I would also like to see some Bloom removal protection.


Maybe a retaliation modifier from your main city, (thorns)


With the Cultist you can make Peace with your neighbor, anticipate what regions he is going to settle.

Convert villages so they stand safe and sound in your buddies empire.


Now if you do that with the Mykara.

If another player settles in your bloomed neutral area.  At peace or not, does not matter.

Those Blooms just disappear.  We don't even get "Bloom is being destroyed warning"

So I just assume they fade when settled.


As of now, I don't really find it worth investing in Blooms.  And it's supposed to be their strength.

Because you might lose them all a few turns later.


Also only being able to Bloom in Urkan occupied zones is a bit silly.

Because the Urkan are not unique to the Mykara.


EDIT:

I also read players want a +1 population from villages.  But personally think that is too similar to the Cultist.


My sugestion, may be imballanced.

But what if overgrown villages work like Necrophages "Slavery" 

So your workers assigned to a FIDSI resource have +1 output per village that is overgrown.


I know this sounds rediculous, but as of now.

Spending 16 turns (Endless Speed) wasting 20+ food per turn early game, even on your first blooms.

Only to get a 3 FIDSI tile in return that does not get buffed by city buildings, feels just weak.

Well I say feels weak, but to be honest, it feels more like a burden.


Updated 6 years ago.
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6 years ago
Feb 9, 2019, 9:56:37 AM

Regarding the Blooms, would it be too strong if it worked similar to industry?
Say, you have 60 Food. A Bloom costs 40 Food.


PLacing one: you have 20 Food left, the Bloom (40) needs one turn to completion.

Placing two: you have 20 Food left, both Blooms (20) need 2 turns to completion.
Placing three: you have 0 Food left,  all three Blooms (20) need 2 turns to completion.

Placing four: you have 20 Food left, all four Blooms (10) need 4 turns to completion.


At the same time there should be some kind of cap - so, the minimum food it requires per turn would be 10 (as in, the maximal amount of turns it needs is 4). You can now place up to 6 Blooms, turning your Food production into 0.

Now another change: You loose some Food, and end up with 39 while having 6 Fungal blooms, making your total -1 Food. If you now end the turn, the last Fungal Bloom you placed withers, getting aborted.

This design was also thought up in combination to the 'exploit' of the Sister of Mercy Hero - you can't place Blooms when in the negative, and the factorizing of the Blooms should happen before the skill of the Mercy Hero takes effect - so, even then one Bloom would wither.


The greates challenge would be the balancing of the cost. For example, in the lategame, you easily produce several thousands of Food - so the Blooms would need to require more food for each completed Bloom (which in turn makes it more efficient to place down Blooms in a bulk)

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6 years ago
Feb 28, 2019, 9:25:35 PM

Upvoting the original Post!

I would like to add one thing: I think the symbiosis traits are too weak. I like the idea but +1 FIDSI per Exploitation is not much especially because fungal Blooms dont count as exploitations. I have 2 Ideas about this:


1. At least  +3 FIDSI per Exploitation is needed

2. Fungal Blooms count as exploitation -> this would be a bit too strong maybe


The concept of the Mykara is very good in my opinion they are just a bit too weak right now.

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5 years ago
Jan 20, 2020, 7:56:03 PM

Mykara

I actually think that increasing your population based on converted villages is looking at the problem wrong. The Mykara don't really want to Pacify villages that much, since the Minor Factions don't attack your Watchtowers or Temples, and Minor Faction units can dissuade enemy Empires from expanding into a region to some extent, technically protecting your blooms. The only villages you really want to Pacify and Bloom are those you want to Assimilate. What the Mykara want to build is not villages, but Watchtowers that give you further vision, and thus more Watchtowers and expansion. Especially Watchtower of Fidelity, that gives them a Converted Village-esque FIDSI exploitation area. Watchtowers also give you a place to heal your relatively small army that is probably fighting all over the world. This also makes for a noticeable distinction from the Cultists gameplay wise, as Mykara should only really go out of their way to Pacify villages if the Missions pay well, or if they want to reliably come back to the region for Pearls/Eclipsed ruins.


My suggestions for buffs to the Mykara would actually be:

1) +1 Vision boost to all their units (maybe as part of a tech in their faction quest), including assimilated units.

2) Lessened aggresivity from Minor Factions to the Mykara. If that is too hard to code, maybe something like "Minor Factions won't attack Mykara armies with just 1 unit". If not, maybe a "Minor Faction Killer" skill on all their units that also works on wild Urkan. If that is too powerful early game, then maybe just have it as part of their Hero Tree. Akin to the skill of the Drakken hero tree. I think this should also provide some interesting interactions with Urkan Lice, Fomorians and Morgawr.

3) Make some alternative Watchtower techs in Eras III+ for the Mykara that like the Tower of Fidelity, offer 7 FIDSI, but they would consume Strategic Resources and could have more variety in effects, like extra recovery, extra vision, etc. I think this could add some interesting decisions. You could make them just like the basic tower but have different "glow" effects, if assets worry you.

4) Boost the Urkan techs so they provide other bonuses. They are both rather bad currently even if you have Urkans. Lice can already nest in your Urkan, so Encampment just speeds the process a little bit. Diplomacy only seems to decrease the cost of Peace/Aliance declarations themselves, not Tech trading, which is what actually costs a ton of Diplomacy. As Lichtenstein said, Urkan Encampent could also provide the "Meritocratic Promotion" boost. "Urkan Diplomacy" should bring you a discount when negotiating with Urkans (and as seen below, in paying regular tribute to Urkans).


Urkan

I think Urkans don't feel enough like the walking disaster they are supposed to be, moreover their requirements feel too random due to the nature of the Map generation and Market, so I never really feel like taming them is earned at all. The player who manages to tame them just feels lucky to have met the right Urkan at the right time, and the boosts he gets are huge for it. It is like a game where you are rolling dice to decide who wins after having played chess for 20 turns. Nonsense. My suggestion:


1) Wild urkans should have all three of their trainable boosts, treat neighboring empires as "Enemy Empires" (and thus bring Approval/Food/Science nerfs), and lose all of these trainings upon being Tamed or taken from another Empire. This would make getting visited by a Wild Urkan far more dangerous.

2) Being attacked should bring down the "movement countdown" of the Urkan considerably. Like at least by 3 turns. Even if the attack did little damage at all. This could allow players to: 1) Sacrifice units to keep their neighbor from getting an Urkan that they can't get themselves. 2) Reduce the penalties the Urkan could be giving to their city by sacrificing a unit. 3) Plan more carefully before trying to take an Urkan, for failing to do so and only weakening the Urkan without defeating it just increases the chances of anybody else in the world gets it. Alternatively, give the players the chance of paying an Urkan a small amount of resources to "move away" for similar reasons.

3) Urkans shouldn't demand just one specific resource. Each Urkan should offer you an alternative of three luxury resources they want. This should drastically decrease the amount of luck involved in taming them, as it'd be considerably less likely that you don't have any of these in your Empire, or in your allies Empires, or in the Market. In exchange, the amount of resources the Urkans demand should be increased. Especially the ones from early Eras like Spices. So an Urkan could ask for 60 Era I Resources, 50 Era III Resources, or 40 Era IV Resources in any combination.

4) Urkan teleportation should be slower, consume Luxury Resources, and take at least 2 turns. Preferably 3. Moreover, all Empires should be notified of the Region name where the Urkan will pop up 1 turn earlier. The ability to drop them anywhere is just insane and what breaks them the most.

5) Also, Urkans should be Pacified every 10-20 turns, depending on game speed, with more Luxury Resources. Maybe about 50% of what you paid to tame them originally. If you don't pay, they should go back to feral, which could make for an interesting decision, as the turn of the tribute comes and you can either prepare to pay or ask them to move somewhere else so they bother somebody else when they go feral. This would also greatly reduce the impact of snowballing, as having enough Luxury Resources to pay off 3 Urkans will be difficult. Especially if you get Market Banned, which could be a nice buff to the Clans.

Updated 5 years ago.
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5 years ago
Jan 20, 2020, 9:49:35 PM

Have you people tried ELCP? It addresses a lot of your issues with Urkans and Mykara.


https://www.games2gether.com/amplitude-studios/endless-legend/forums/15-modding/threads/30618-endless-legend-community-patch


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5 years ago
Feb 1, 2020, 7:52:48 AM

Yes.
ELCP Fixed Mykara. They are balanced now, if you play them properly.
These critics and suggestions are obsolete with the ELCP!

ELCP is a must have. It should be INCLUDED in the original game as game option or natural born mod in my opinion.

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