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10 years ago
Jan 4, 2015, 5:34:06 PM
Hi again, thanks for the precision ^^



I get your point about quest, but still, your challenge should be high enough to justify the reward. A +50% on a ressource production is a pretty big reward I think (equivalent to a level 5 era research), so it may be better to go for something a bit harder. Most of the time, quests do take a while because you've got something else to do, or because focusing on it would hurt your developpement on the long term and I think your current chap 7 is a bit too easy (but hey, it's just my opinion smiley: stickouttongue).



I took a look at the stats of your units and units of other races for comparison's purpose and it seemed balanced, at least speed wise. It would be interesting to have some solid numbers about your initiative though since it is what feeding the beast has the biggest impact on.
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10 years ago
Jan 11, 2015, 1:22:10 PM
I love the idea and think to deny them smiley: food would fit. The problem is indeed the similarity to the broken lords, so I just had another idea: how about locking their smiley: stickouttongueopulation: to smiley: industry? Since they love machines so much they cannot do anything else.

Additionaly they then need buildings to convert smiley: industry to the other things, that is basically the reserve system, though an improved one.

I don't know if that would make a lot of sense, but that would make a unique mechanic.
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10 years ago
Jan 8, 2015, 11:25:44 PM
Adventurer_Blitz wrote:
Don't you think it would be a little OP for a faction to be able to withhold any of its type of hero from ever reaching the market? I realize that you have to produce them, but other factions should be able to acquire a hero of your faction's type.




I don't thinks so. Volskygge heroes have a unique set of abilities, but it's nothing revolutionary. Also, other factions may not use the "Blitz" ability, which is important to maximize their potential as army leader. All that (Blitz, industry focus, colossal heroes) synergize pretty well into a rather unique game mechanic.







Fun fact: capturing a city with the Colossi Foundry allow other factions to build Volskygge heroes at the same condition (Max of 1 hero per era)
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10 years ago
Jan 8, 2015, 9:50:58 PM
Don't you think it would be a little OP for a faction to be able to withhold any of its type of hero from ever reaching the market? I realize that you have to produce them, but other factions should be able to acquire a hero of your faction's type.
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10 years ago
Jan 8, 2015, 5:03:23 PM
Added a new mechanic to the original post. To fully exploit their smiley: industry focus, Volskygges do not buy their heroes at the mercenary marketplace: they outfit them through the use of Colossi Foundries. The faction can still use the marketplace to acquire other faction's heroes, but Volskygge heroes are not found there (unless sold).
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10 years ago
Jan 5, 2015, 7:15:05 PM
Ladygolem wrote:
Here's an idea to give them a more unique flair: Say we go with the idea of Volskygge being aquatic creatures. What if, in addition to the industry focus, they were also focused around bonuses around oceans, lakes, etc? Something like perhaps a bonus to city tiles exploiting water, or better yet, the ability to build borough districts on water? As there's no naval combat in the game, the military advantage could be reduced embarkment costs (treating every tile as if it were a harbor) or increased movement speed while embarked? Of course, I don't mean to imply the tanks etc. are amphibious, simply that perhaps their Dust-powered steamships are superior to other factions'. Maybe they even embark on submarines, making embarked units harder for enemies to spot? Seeing as their tech is all Dust powered anyway, being submerged would be little hindrance.



Of course, this is all way out there and perhaps is too wildly deviating from the original concept; the idea comes mostly from the fact that your general steampunk aesthetic is based off of victorian Great Britain's, and what do the British specialise in? Their navy, of course!




I'd say that making an aquatic focused faction before a serious overhaul to EL naval system is a little difficult, considering issues with balance and the fact that the presence of ocean varies greatly with the map generation settings. (Same would be true for a faction focused on a particular biome.)



However, I like very much the idea for a submarine transport. It could moves undetected in ocean tiles and reveal itself in coastal tiles.



Edit: Actually, wouldn't it be fun if embarked units stayed submerged in coastal tiles and could enter maritime tiles of empires who closed their borders to you smiley: stickouttongue
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10 years ago
Jan 5, 2015, 5:47:46 PM
Here's an idea to give them a more unique flair: Say we go with the idea of Volskygge being aquatic creatures. What if, in addition to the industry focus, they were also focused around bonuses around oceans, lakes, etc? Something like perhaps a bonus to city tiles exploiting water, or better yet, the ability to build borough districts on water? As there's no naval combat in the game, the military advantage could be reduced embarkment costs (treating every tile as if it were a harbor) or increased movement speed while embarked? Of course, I don't mean to imply the tanks etc. are amphibious, simply that perhaps their Dust-powered steamships are superior to other factions'. Maybe they even embark on submarines, making embarked units harder for enemies to spot? Seeing as their tech is all Dust powered anyway, being submerged would be little hindrance.




Good idea, although we should also take into account the fact that naval battles are going to be implemented eventually. So why not give them some bonuses on sea warfare or sea-to-ground warfare? Something like the ability to capture a city directly from the sea rather than having to disembark first or getting a FIDSI bonus for each enemy ship destroyed.
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10 years ago
Jan 5, 2015, 2:26:14 PM
Age of Wonders 3, to give an example of a game I've played recently. Besides, the fact that it's a trope you can easily bring up like that (everyone knows EXACTLY what you mean just by 'top hat and moustache') that it's clearly not the most original idea.



Though speaking of 'unoriginal ideas' as it were, I just realised what the aquatic Volskygge remind me of:



http://samuraijack.wikia.com/wiki/The_Aqualizer smiley: wink



(not to say it's an unoriginal idea per se; it's a trope uncommon enough to work)





EDIT:



Here's an idea to give them a more unique flair: Say we go with the idea of Volskygge being aquatic creatures. What if, in addition to the industry focus, they were also focused around bonuses around oceans, lakes, etc? Something like perhaps a bonus to city tiles exploiting water, or better yet, the ability to build borough districts on water? As there's no naval combat in the game, the military advantage could be reduced embarkment costs (treating every tile as if it were a harbor) or increased movement speed while embarked? Of course, I don't mean to imply the tanks etc. are amphibious, simply that perhaps their Dust-powered steamships are superior to other factions'. Maybe they even embark on submarines, making embarked units harder for enemies to spot? Seeing as their tech is all Dust powered anyway, being submerged would be little hindrance.



Of course, this is all way out there and perhaps is too wildly deviating from the original concept; the idea comes mostly from the fact that your general steampunk aesthetic is based off of victorian Great Britain's, and what do the British specialise in? Their navy, of course!
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10 years ago
Jan 5, 2015, 1:55:29 PM
too generic? when's the last time a strategy game have a steampunk/victorian themed faction in it? that civ5 scenario campaign doesn't count.
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10 years ago
Jan 4, 2015, 11:23:26 PM
Hi again, thanks for the precision ^^



I get your point about quest, but still, your challenge should be high enough to justify the reward. A +50% on a ressource production is a pretty big reward I think (equivalent to a level 5 era research), so it may be better to go for something a bit harder. Most of the time, quests do take a while because you've got something else to do, or because focusing on it would hurt your developpement on the long term and I think your current chap 7 is a bit too easy (but hey, it's just my opinion ).



I took a look at the stats of your units and units of other races for comparison's purpose and it seemed balanced, at least speed wise. It would be interesting to have some solid numbers about your initiative though since it is what feeding the beast has the biggest impact




It's not obvious from the description, but ch. 3 and 4 are a huge pain, forcing the player in a trip around Auriga, collecting stuff and so on. And ch 5 requires the player to advance to Era 5. Ch. 7 is endgame, where the player is in the final stretch of finishing the campaign. As for the Dust Aggregator, it's only for one city, so it's not that big of a deal.





steampunks are cool. for the race itself, just make them humans.

but the leader must wear a top hat and a magnificent moustache.


One of the strengths of Endless Legend is how unique the setting is; the factions feel fresh and unlike the sort of thing you'd find in your average love letter to Tolkien or Dungeons and Dragons. There's a very specific 'feel' the setting has. "Steampunks in top hats" seem very... generic; they'd feels at odds amongst the other nations of Auriga. The tiny aquatic creature in a pressurised tank idea is interesting; perhaps they're somehow related to the Amoebae from Endless Space? Though their personalities would be quite different.




I agrees with Ladygolem that "steampunk in top hats" is too generic. Having a more alien/fantasy race would add more to the game.





When it comes to design, I like the "tiny aquatic invertebrates Volskygges" concept (it would be a good explanation about why all their units are mechs). However, I also believe that, with a bit of tweaking, the humanoid concept for the Volskygges can become quite interesting.



As for the steampunk vibe... I don't know if that's truly possible in this setting, but you could give off a similar vibe with a clockwork design, like the Automatons from Endless Space, or a "magitek" design inspired by things like Eberron's Elemental Airships.




Actually, if you looks closely, a lot of the artworks for researches is very steampunk in nature. What links the Volskygges with the EL universe is that they too are obsessed with the Dust and it's many properties. The big difference with other factions is that, rather than consider it money or magic, they see industrial potential.





On a side note, Volskygges are not particularly aggressive. They only see things in a practical aspect: to survive, resources must be gathered and processed, knowledge must be acquired and threats must be eliminated.



Even the humanoid Volskygges are tiny and frail creatures. They go around the world doing their things then see these armies of giants clad in metal armors and wielding huge weapons, and they're like: "OHMYGOD smiley: eek we're going to need a better plan than this."
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10 years ago
Jan 4, 2015, 10:44:35 PM
When it comes to design, I like the "tiny aquatic invertebrates Volskygges" concept (it would be a good explanation about why all their units are mechs). However, I also believe that, with a bit of tweaking, the humanoid concept for the Volskygges can become quite interesting.



As for the steampunk vibe... I don't know if that's truly possible in this setting, but you could give off a similar vibe with a clockwork design, like the Automatons from Endless Space, or a "magitek" design inspired by things like Eberron's Elemental Airships.
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10 years ago
Jan 4, 2015, 9:25:56 PM
One of the strengths of Endless Legend is how unique the setting is; the factions feel fresh and unlike the sort of thing you'd find in your average love letter to Tolkien or Dungeons and Dragons. There's a very specific 'feel' the setting has. "Steampunks in top hats" seem very... generic; they'd feels at odds amongst the other nations of Auriga. The tiny aquatic creature in a pressurised tank idea is interesting; perhaps they're somehow related to the Amoebae from Endless Space? Though their personalities would be quite different.
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10 years ago
Jan 4, 2015, 5:56:23 PM
steampunks are cool. for the race itself, just make them humans.

but the leader must wear a top hat and a magnificent moustache.
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10 years ago
Jan 2, 2015, 4:34:27 PM
After nearly 180 hours of play on Endless Legend and 150 hours on Endless Space, I can say I’ve had quite a few ideas for new factions, mechanics and whatever. Right now, I got some time on my hands to write it down a bit, so why not share (what I think is) my most promising faction concept to date. Please don’t expect any art from me: I can’t draw to save my life. Feel free to comment, add upon or insult.



All values and effects are approximation and would obviously need balance testing.





Faction name: Volskygges (It sounds cool. If you have a better idea, I’m all ears)

Suggested victory type: Wonder

Design: Weird, steampunk-ish, industrialist. More or less communist. Their cities are a mix of metallic factories, boilers, pipes and furnaces, and rudimentary wooden lodging. Furnaces glows here and there and smoke rise from the districts. On the battlefield, Volskygges compensate their frail form by using steam and Dust-powered vehicles. These mechanised constructs might look clumsy (and to every other faction, ugly), but their undeniable strength, thick plating, and highly trained pilots make them a formidable forces.



Volskygges have a grayish skin, long pointy ears and glowing red eyes. They are about 3 to 4 feet tall. A noticeable feature about their physiognomy is that their arms split at the elbow, providing them with 4 forearms/hands.





So, who are they? Here’s the story:



Whatever Volskygges originate from Auriga, or where brought there, is up for debate. What IS clear is that, a few years ago, no one would have expected these creatures to rise up from the status of minor faction. All of that changed with the great cataclysm (the very same one that forced the Vaulters to emerge from their underground halls). In a ruin hidden deep underground, an unidentified humanoid awoke from a long slumber. Weak, disoriented and unable to remember its past, the creature was very close to death when a group of Volskygges found him and nursed him back to health. They named him Daoran. (Daoran nature’s is never explicitly revealed, but it’s clear he is an Endless survivor).



Daoran was distraught by the treatment inflicted upon is saviors by other races. Considered vermin (despite being clearly sentient and capable of speech), they were relentlessly hunted and exterminated. Volskygges were demoralized and scattered. Under Daoran impulse’s, Volskygges leaders regrouped and began to fight back against their oppressors. Quickly, Volskygges discovered their own strengths, their abilities to work metal, fire and energy like none others. Most importantly, they learned of Dust, and its many uses.



Rapidly growing in power, Volskygge civilization emerged into the light, ready to start up the exciting adventure of relentless imperialism… which brings us to the beginning of a standard Endless Legend game.





Gameplay traits



Feed the beast (unique faction trait)

-Grant the “Feed the beast” ability to cities. This ability can be toggled on/off at any time in the city management screen (the button is located near the city upkeep cost). When activated, improvements smiley: upkeep cost is increased by 50%, city smiley: industry (not including smiley: industry from smiley: stickouttongueopulationsmiley: smile is doubled and smiley: industry from smiley: stickouttongueopulation: is increased by 1. Visually, the fire effect from city districts grows brighter and turns golden.

-Grant the “Blitz” ability to armies. This ability can be toggled on/off when not in combat from the army action menu (where you see stuff like units transfer, sleep mode, the colonize ability, etc.). When activated, the smiley: upkeep cost of Volskygge units and heroes in the army is doubled, their smiley: speed is increased by +2 on the world map, by +1 in battle, and their initiative increase by 100%. Like with cities, the fire effect from their steam engine grows and turns golden. "Blitz" remain active for the rest of the turn when toggled off, taking its toll in the process.



Colossi Foundry (unique faction improvement)

-Technology is automatically unlocked upon reaching research era 2

-Improvement allow the construction of a limited number of Volskygge heroes. Can only be built once.

-An hero is unlocked at each era starting at era 2. Each hero constructed increase the smiley: industry cost and starting level of the next one. Constructed heroes are sent to the academy to be assigned or sold.



Unit: Battlecan (Infantry)

-The standard Volskygge mechanized unit. Excellent offense and defense, but terrible speed and initiative without "Blitz"

-smiley: industry cost is higher than average.

-A brass cylinder, powered by a steam and Dust engine, driven by a single pilot protected inside. It has 6 mechanical legs for movement and 2 arms for combat.

-May equip: 2h axe (default), 2h claymore, claws, 2h hammer. Armor slots: chest and legs.



Unit: Locomotor Artillery (Ranged)

-Era 1 unlock unit. Mechanized unit with a powerful long range attack. May not attack surrounding tiles or melee counter

-Basically a bus-sized brass beetle. A driver is nested at the front. When attacking, the armored back open for a moment to reveal a large energy cannon.

-May only equip wands. Armor slots: head, chest and legs.



Unit: Buzzcopter (Flying)

-Era 2 unlock unit. Surprisingly fast and agile mechanical flyer that can scout, outmaneuver and shred apart enemies with their claws. Low HP and defense

-A metallic dragonfly, with a pilot protected within the shell. A Dust engine power up its wings and claws. When idle or defending, the Buzzcopter sometimes makes rapid lateral movement to stabilize itself.

-May only equip claws. Armor slots: head and chest.



Unit: Settler and militia

-Statistically equivalent to their other races counterparts, but benefit from all advantages of the Volskygges mechanical units (such as the “Blitz” ability and the Autolocomotor AoE heal).

-Settler and militia units are essentially a flatbed truck with a large tank track underneath. A Volskygge spear carrier hangout on each side, ready to fend off intruders approaching the truck. The settler version of the unit carries on the flatbed a pile of crates and some workers anxious to get to destination.



Hero (Infantry)

-Volskygge Dust-enhanced heroes appear aboard massive steam colossi. These hulking giants are used in cities for super heavy labor and on the battlefield for devastating effect. Obviously, heroes are not just pilots: has a governor, their leadership and administration skills boost a city smiley: science output and cut smiley: upkeep cost.

-May repair friendly Volskygge units in melee range

-May equip: 2h axe, 2h claymore, claws (default), 2h hammer. Armor slots: head, chest and legs.

-Volskygge heroes are not normally found in the marketplace and must be constructed in a city with the Colossi Foundry. Can be sold at the marketplace.



Harvester Zeppelin Dockyard (Unique Trait)

-Placed on foundations (replace watchtowers). In addition to standard watchtowers bonuses, zeppelins exploit the surrounding tiles for smiley: food smiley: dust smiley: science, if the corresponding tech has been researched

-Require Imperial Highway, Highway Outposts or Scientific Envoy

-Imperial Highway allow the exploitation of smiley: dust by zeppelins, add +10% health regen on expansion and +3 vision on expansion

-Highway Outposts allow the exploitation of smiley: food by zeppelins, add +10% health regen on expansion (10% for allies) and +3 vision on expansion

-Scientific Envoy allow the exploitation of smiley: science by zeppelins, add +10% health regen on expansion (10% for allies) and +3 vision on expansion

-Harvester Zeppelin Dockyard's health regen bonus cap at 25%, and its vision cap at 7

-For a detailed explanation of how Zeppelins can collect resources, click here



Unique technology to be unlocked

-Rotary Excavator (Era 2 improvement, +1 smiley: industry and +1 smiley: dust on exploitation)



Unlocked starting technologies

-Mill Foundry

-Alchemist’s Furnace



Dust Starved 2/2 (Trait)

- -35 smiley: dust at start



Faction quest line



Ch. 1 [Totameaworld]: Daoran is worried about the Volskygges sudden growth, but keep advising. You must pacify your starting region, build a mill foundry and a strategic resource extractor.



Ch. 2 [Reckoning]: Vaulter survivors have been spotted nearby. Daoran suggest a diplomatic solution, but his advices are ignored. Research Military Science, recover Buzzcopters prototypes and slaughter the Vaulters. Shocked by your brutal actions, Daoran leaves your empire. Reward: War Factory, an improvement that automatically upgrades militia units with era specific weapons and speed up fortifications recovery after a siege



Ch. 3 [Anewbeginning]: Your people are distraught by Daoran departure. Recover luxuries, raise smiley: approval approval and invest influence in the empire plan. Reward: People’s commission, a technology that increase smiley: approval on level 1 districts by 5 and increase influence on level 2 districts by +2



Ch. 4 [TheDarkSeason]: It’s now clear that the Dark Season is getting longer and longer. Hire a Vaulter hero (sweet irony) and investigate clues about this phenomenon.



Ch. 5 [MarchoftheIronGiant]: The apocalypse is coming, but perhaps a mighty and technologically advanced empire can survive. Settle or conquer a city in an area providing at large amount of smiley: science, then raise your research era to 5. Reward: Zeppelin dockyards, an improvement that raises smiley: science gained from trade routes and allow trade routes to pass between cities sharing this improvement



Ch. 6 [TheWanderer]: Daoran has returned. Having learned more about his people‘s past sins (and perhaps is owns), he realized he was wrong to have judged you on what you did to survive. To help you with your goals, he offers you a partial schematic for an Endless machine: the Dust Aggregator. Find the missing part of the schematic, gather resources and construct the device in one of your cities. Reward: Dust Aggregator, an improvement that increase a city’s smiley: dust production by 50% (may only be built in once)



Ch. 7 [ColdFusion]: Daoran will help you and your empire survive the coming storm, but you must help yourself first and focus on what is important. Stop all wars you have declared with a truce, get rid of privateers you control and stay like that for 10 turns. Then, 3 new devices are unlocked: the Sower Zeppelin (+50% smiley: food on city), the Abyssal Forge (+50% smiley: industry on city) and the Eye of Auriga (+50% smiley: science on city). These improvements can only be built once in your empire, and cannot be in the same city or in the city that house the Dust Aggregator. Build them.



Ch. 8 [SeasonUnending]: Daoran believes that a sufficiently powerful energy source can guarantee a better future for the Volskygges, regardless of the Dark Season. A schematic for such a device lies in an Endless ruin… somewhere. Finish off several armies trying to beat you to it, recover the location from their corps and send a hero to retrieve it. Reward: Temple of Earth Core (Wonder) and Pure Dust Fuel, a technology that remove the smiley: upkeep increase from “Feed the beast” and “Blitz”
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10 years ago
Jan 3, 2015, 5:49:22 PM
Schell wrote:
Hello, I just read your design and I also think it's quite interesting. I am still fearly new to the game, so it's the opinion of a beginner ^^.



Concerning your question: I prefer the current design over the water invertebrate. Even though the history of the game doesn't make mech suits impossible, I think it would be a bit strange with the global medieval feels of the game (but, hey, it's just my opinion).



Concerning your design, I have a few question/remark:

- adventurer_Blitz went over it so I won't paraphrase but I does seems to me that the "feed the beast" is a bit too strong for its malus. You did design your unit to need it to be efficient but still. Also, you said that your buzzcopter can't afford to be hit since they have very low HP but since you can easily defend them with you battlecan and their high defense, it doesn't feels like too big of a problem.

- about your quest line, isn't chapter 7 a bit too hard/too easy? Stopping all kind of war may be impossible for a player unless he exterminate his opponent, which could take a while. On the other side, if the player wasn't in any kind of war, the quest is nearly done even before it begins. Maybe it could help if your chapter 06 required the player to declare war on another player but this doesn't change the fact that it's quite difficult to completely stop (except against the AI I guess...).



P.S: sorry for my bad english :s




Thanks for the feedback!



I feel the Buzzcopter is balanced with it's current state. Adventure_Blitz's concern was that it was a too strong unit that would overtake the Battlecans main melee fighter role. Now, it can perform well as harasser, but don't replace the infantry.



For the quest line, there is a lot of cases where missions can be solved in a single turn. The key is that the campaign provide a variety of objectives that get the player outside of is comfort zone. Also, note that the player in ch. 7 must only end wars that he/she started; wars declared on him/her by opponents do not count. And cold war is fine.



For the Blitz ability, here's my current projections for each units (values in parenthesis are with blitz activated):



Battlecan: Speed 3 (4), Movement 3 (5), Initiative is very poor and will overtakes other units only with Blitz

Locomotor Artillery: Speed 3 (4), Movement 4 (6), Initiative is abysmal without Blitz

Buzzcopter: Speed 4 (5), Movement 4 (6), Initiative is average but will outspeed most other units on Blitz

Settler/Militia: Speed 4 (5), Movement 4 (6), Initiative equivalent to other settler/militia without Blitz

Colossus (Hero): Speed 3 (4), Movement 4 (6), Initiative is low without Blitz
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10 years ago
Jan 3, 2015, 5:02:26 PM
Hello, I just read your design and I also think it's quite interesting. I am still fearly new to the game, so it's the opinion of a beginner ^^.



Concerning your question: I prefer the current design over the water invertebrate. Even though the history of the game doesn't make mech suits impossible, I think it would be a bit strange with the global medieval feels of the game (but, hey, it's just my opinion).



Concerning your design, I have a few question/remark:

- adventurer_Blitz went over it so I won't paraphrase but I does seems to me that the "feed the beast" is a bit too strong for its malus. You did design your unit to need it to be efficient but still. Also, you said that your buzzcopter can't afford to be hit since they have very low HP but since you can easily defend them with you battlecan and their high defense, it doesn't feels like too big of a problem.

- about your quest line, isn't chapter 7 a bit too hard/too easy? Stopping all kind of war may be impossible for a player unless he exterminate his opponent, which could take a while. On the other side, if the player wasn't in any kind of war, the quest is nearly done even before it begins. Maybe it could help if your chapter 06 required the player to declare war on another player but this doesn't change the fact that it's quite difficult to completely stop (except against the AI I guess...).



P.S: sorry for my bad english :s
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10 years ago
Jan 3, 2015, 5:15:20 AM
Edited the main post with a few of the suggested tweaks and added the harvester zeppelin mechanics.



Bonus points to the first person who spot the funny easter egg.





Now, which is better?



1) The current Volskygges, with a sort of humanoid appearance.



2) The tiny deep water invertebrate Volskygges, commanding mech suits from pressurized glass container.
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10 years ago
Jan 2, 2015, 9:32:21 PM
Stealth_Hawk wrote:
Aren't the cultists a robotic faction? Sure they like to enslave organics, but they are still machines.




Haha, sort of... But they are far from being radical steampunk machinery.
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10 years ago
Jan 2, 2015, 9:25:23 PM
Adventurer_Blitz wrote:
Now to the questline, I have got to say the reward for chapter 3 would probably be the most overpowered improvement in the game. Suffering no happiness penalty for building districts, you could grow your cities as much as you wanted without needing to ever strategically place districts to raise happiness or even build happiness improvements. I would advise changing that reward to maybe a flat bonus of +x amount of approval for building the improvement or just improving the amount of happiness gained from using luxury resources.




You're right again. But like I said, everything would need rebalancing. I'll edit the current reward with something more reasonable soon.





Adventurer_Blitz wrote:
As for your heroes, all-round efficiency seems more of the role of a Cultist hero, you may want to just keep your heroes abilities to cutting maintenance costs, boosting science, and providing strong battlefield support.




That was more like a marketing slogan than a direct description of the hero abilities, but I see you point.





Adventurer_Blitz wrote:
You say your infantry may be the best basic unit in the game with the only negative side being that it costs a bit more industry than normal basic units. It seems like your factions version of a ''tank'' and I believe you should probably make it both slower than an average basic unit and cost far more as you will be using these as the backbone of your army and starting out with even a small number of the best basic units in the game seems a bit overpowered to me.




Best basic unit, but I mean by a relatively small margin. And yes, the Battlecans speed and initiative is greatly subpar without the Blitz boost.





Adventurer_Blitz wrote:
The flying units, by your description, seem to be both incredible scouts, and very good fighters, you should probably nerf their fighting power to ensure they are used mostly as scouts rather than taking the pace of your infantry.




The Buzzcopters are excellent at harassing ranged units that invest too much in attack and not enough in defense. However, they have terrible HP and just barely tolerable defense. They cannot stand being in prolonged combat against hard hitting enemies.





Adventurer_Blitz wrote:
Now to keep your army strong I would assume this ''blitz mode'' would be active as much as possible. However while increased movement on the world map is useful and not too powerful, adding two movement to all of your units seems more problematic. For instance, your strong and tanky infantry would outrun all other infantry in the game and your initiative boost could very well have your units moving first in every battle, allowing you to outflank enemies in the earliest phases, which would reduce the effectiveness of archers and any tank unit guarding them drastically. To avoid such a unique ability from becoming too powerful you should either greatly increase the cost for it or make it less powerful, maybe just one extra movement and a lower initiative bonus.




Do note that the Blitz ability does not add offensive or defensive bonus. It turn Volskygges infantry, which are not very mobile by nature, into something far more likely to be where it's needed when it's needed.



Blitz should be toggled off when not moving and not risking an attack, since it's expensive. Additionally, Blitz should not be able to be turned off the same turn it is turned on, to prevent players from abusing it without paying for it. Also, it could have a set Dust cost for activation in addition to the upkeep increase.





Thanks for your feedback! I'll add these changes/precisions to the original post soon enough.
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10 years ago
Jan 2, 2015, 8:59:36 PM
Stealth_Hawk wrote:
Aren't the cultists a robotic faction? Sure they like to enslave organics, but they are still machines.




The Cultist leaders are robots true, and their unique units, but they are weak by themselves and rely on the strength of the minor factions they convert. (also I finished my above post)
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