[.915] Comprehensive Analysis of All Faction Traits


We have officially ended the faction differentiation part of the beta, and I must say although we got a lot of good stuff I am a little disappointed. While the official races are somewhat balanced they didn't really balance the faction creator. Many traits are much much better then others but worth the same amount of points. In particular the tech and weapon traits need to have secondary abilities in order to compete point wise. They have said that all traits should be OP but only the top few really are. Mostly each race got one OP ability and one UP one, with several unused traits being severely UP. 


Strengths

Adepts: Unlocks Shard harvesting tech, + 40 mana.

Nice to see more then just a tech bonus buts it's not enough. Maybe add a % bonus to mana.

Archers: Unlocks improved bows.

Good but not exactly OP. Maybe include a small accuracy or initiative bonus. 

Betrayers: Can hire all champions and buy cities using influence.

A good trait. Haven't tested the spell yet.

Binding: Spawns elementals from shards.

A strong early game ability that becomes much weaker mid-game. Should scale into late game better.

Civics: Unlocks Civics tech.

All the tech traits need boosting. Civics could make buildings build faster or decrease the cost of rushing.

Death Worship: Allows you to convert shards to death shards, unlocks tactical spells.

Very very powerful. Mid to late game you can nuke entire armies using Dirge + Corruption with ease. Nerf Dirge.

Defensive: +10 Accuracy dodge and defense per city level, unlocks bronze shields.

Alright but not on the same level as some other abilities. Maybe add a Siege Stores improvement that increases food.

Enchanters: Unlocks Sindran and Lethe staffs and allows you to create Arcane Monoliths.

Monoliths are great but the melee staff is kinda weak and without any lightning amulets or rings the lightning staff is worse then normal ones, it is also very very late game.

Flesh Bound Tome: Unlocks sacrifice spells, Candlecloak and Scarstones.

The sacrifice spells are bleh but Scarstones and Cadlecloak are good. Still not the best use of a point.

Great Axes: Unlocks improved two handed axes.

Also required for Juggernauts although it doesn't tell you this. Good but not exactly OP. Could also use a side ability.

Great hammers: Unlocks improved hammers.

Good but not exactly OP. Could renamed Forge Hammers and include a small Encumbrance or metal buff.

Guile: +50% diplo.

Remove.

Heroic: Doubles quest XP and grants 50 influence and 1 prestige for completing quests. Unlocks Henchmen, some improved swords and Athican Armor.

One of the best traits. The prestige bonus by itself is worth the point, Henchmen are also awesome. Also unlocks Quest Maps.

Legacy Of Serrene: Invincible caravans that create influence, and unlocks warhorses and Bazaars.

Why warhorses?

Lucky: +5 accuracy and dodge for units.

An alright ability, very far from the best however.

Masterscouts: Ignore rough terrain and monsters.

Again one of the best traits, maybe the best. Has threads dedicated to it so I won't go into detail.

Mastersmith: 50% off equipment production and upgrades. Unlock Golem shield.

A good ability. Should unlock Golems.

One Handed Spears: Exchanges spears for one handed version.

Could be made free, so that Kraxis doesn't spend more point then everyone else.

Quick: +1 initiative.

Bad, could be made +1 per level.

Scholars: Unlocks Knowledge tech and grants +10% research.

A good template for other tech abilities. Could unlock a unique research improvement.

Slavelords: Unlocks Slaves, conquered cities send a quarter of their lost population to capital, Killing a humanoid grants 1 pop in nearest city.

Again one of the best abilities. Fine as is.

Wanderlust: Unlocks Exploration tech.

Quest maps could be moved to this trait. Could also unlock special boots for champions that increase movement.

Warmachine: Start with Standing Army tech.

Could be combined with Warriorcaste.

Warriorcaste: Units +1 level.

See above.

Warriors:

Unlocks Training tech. Could be renamed to something like conscription and also decrease the wages of units.

 

Weaknesses

No Armor: Can't equip troops with chain or plate.

No Ranged: Can't use bows or magic staffs.

These two weaknesses are good, they are harsh but you can work around them.

Vulnerable to Magic: -20 spell resistance.

Seems a little easy to abuse since spell resistance doesn't do that much.

Uneducated: -10% research

Needs nerfed. Could prevent players from building some research improvements instead of a straight up penalty.

 

Neither

Light Plate: Replaces chainmail with light plate.

Master Chainmail: Replaces plate with master chainmail.

Not much to say, these are more stylistic then anything.

 

If you have tested out any of these abilities and have an opinion feel free to comment.

17,563 views 22 replies
Reply #1 Top

The thing I don't like about traits that unlock faction abilities is, why do you have 2 faction prereqs for a unit?  Since slaves and golems initially didn't require any prerequisite traits (haven't tested golems, but slaves still do not), I see no reason to have such a crazy-high opportunity cost to juggernauts and henchmen.   Either require a faction trait, OR limit the unique units to one race. 

 

Reply #2 Top

I agree completely with your break down.  Any trait that just grants a tech is useless.  Anything that grants a small bonus lie +1 initiative is almost useless.  Some of these are hard to choose because the abilities they grant are poorly explained like caravans or some of the spells.  I still don't know what the 50% diplo does.

You only get 2 points (3 with a weakness) the abilities you get should alter the play style of the race not make a small statistical change.  Master Scouts, Death worship, heroic and enchanters accomplish this.  Most of the others don't.  I finish most of my games before some of these abilities even become relevant.

Reply #3 Top

Archers: Unlocks improved bows.

Good but not exactly OP. Maybe include a small accuracy or initiative bonus. 
End of quote

Actually those bows do get an Initiative bonus as well as a damage bonus. I think the problem is a general balance issue with archer damage. All bows need at least +1 damage to be competitive. Their techs need to unlock some better traits and improvements to foster a solid archer strategy.

 

Enchanters: Unlocks Sindran and Lethe staffs and allows you to create Arcane Monoliths.

Monoliths are great but the melee staff is kinda weak and without any lightning amulets or rings the lightning staff is worse then normal ones, it is also very very late game.
End of quote

True, but there are fewer ways to block lightning damage. It is an extremely hard thing to counter.

 

Light Plate is far superior to chain and can give you an extreme advantage in the midgame. It outperforms Plate in most cases and actually works well with it if you want to mix and match later in the game. Chain is very easily countered, whereas this armor stands the test of time. 

 

Master Chainmail is great for the simple reason that you can get magical plate, which is as good as plate and still use Master Chainmail in the late game to counter Trog axes and other cutting units. It also plays well into the hands of a faction going after very high Initiative as it weighs much less for a full suit.

 

The rest of your analyses are fairly complete. I think the devs have yet to try to balance these options for custom factions. Your analysis drives that point home very well. It might be valuable to look at the stock factions as a whole and compare that analysis to this one. It might also be useful to think about when these traits come into play and how useful they are. Iron Golem for example is a midgame tech with low armor for that act as well as no hope of getting a competitive amount of Hp. Not a great buy for the price. That kind of thing.

 

 

Reply #4 Top

Binding (The shard demons) is NOT weak midgame. When your death demons have split till full size they will have 372 hitpoints mid game. Weak, me thinks not :) In my current game my sov has an army of 1600 hitpoints midgame. I have found little weakness here. You could get very unlucky against a shrill lord and loose one unit, but since you can make quite a few that is not too bad to live with.

Reply #5 Top

 

I generally agree on your assessments, with the exceptions noted below. I don’t know that they need to be balanced though, as long as the overall factions are. If a player wants to make an overpowered faction, well, that’s up to them really. IF the final game gives us 8+ well balanced, differentiated factions, I’m happy. Not every ability has to be OP, as long as each faction has at least one individual characteristic that is powerful.

 Defensive: I’d never pick this one. City defences are (or at least should be) too rare for this to stack up to much.

 Flesh Bound Tome:  Cull the Weak is awesome!!! I play Magnar with just heroes and cheap slave spearmen. Whenever a hero gets weak you just pop a slave to get mana and health.

 One Handed Spears:  I really like this one, one-handed spears are extremely good.

 Vulnerable to Magic: I think this is currently weak only because the AI doesn’t use magic that much. I find the spell resistance of my opponents highly relevant.

Reply #6 Top

The most logical way to deal with the imbalance is to make the OP abilities more expensive (e.g. 2 or 3 picks).  This is how they deal with it in a lot of other 4X games where you can customize abilities--MOO, MOM, etc.

 

Otherwise, I wouldn't go tweaking many of the abilities too much, maybe just a few.

Reply #7 Top

OR alternatively make picks for custom faction similar to picks for sovereign:

1 from the following of Enchanters, binding, master scouts, heroic, etc.  

1 from the following weaknesses

you get the idea.

Reply #8 Top

Quoting joasoze, reply 4
Binding (The shard demons) is NOT weak midgame. When your death demons have split till full size they will have 372 hitpoints mid game.
End of joasoze's quote

True that one specific monster isn't bad but they become a lot less useful once you get groups of 5 troops in chainmail. If you have plate then they are useless.

Quoting MiamiBigAL, reply 6
The most logical way to deal with the imbalance is to make the OP abilities more expensive (e.g. 2 or 3 picks). This is how they deal with it in a lot of other 4X games where you can customize abilities--MOO, MOM, etc.
End of MiamiBigAL's quote

Ya a good way to go at it may be to give all factions 3 or 4 points instead of 2 and increase the cost of the better traits to 2 points. I would still like to see a bit better balancing of the tech traits and the like.

Quoting Droghar, reply 5
Vulnerable to Magic: I think this is currently weak only because the AI doesn’t use magic that much. I find the spell resistance of my opponents highly relevant.
End of Droghar's quote

Since only single target curses even test against spell resistance it's incredibly easy to ignore. The only really good way to use it is to defend against counterspells.

Reply #9 Top

 

Thanks for the feedback, there is some great stuff here.  I'm making some tweaks based on it.

+1 Loading…
Reply #10 Top


Hi Derek are you still in beta 3 then? Or have you moved on to beta 4? Just wondering because if you are still looking at faction differentiation and balancing traits then I might make a few suggestions of my own

 

edit: what kind of input are you looking for from us at the moment?

Reply #11 Top

Quoting Derek, reply 9
 

Thanks for the feedback, there is some great stuff here.  I'm making some tweaks based on it.
End of Derek's quote

YAAAAY! k1

Sincerely
~ Kongdej

Reply #12 Top

Feedback is going to be difficult to do while we wait for beta 4. Derek is probably working with a very different game already and it is only going to get worse as the devs change and add stuff. As with hunting in the dark, the key is lots of bullets and random firing. 

Reply #13 Top

On

 

Heroic: Doubles quest XP and grants 50 influence and 1 prestige for completing quests. Unlocks Henchmen, some improved swords and Athican Armor.

One of the best traits. The prestige bonus by itself is worth the point, Henchmen are also awesome. Also unlocks Quest Maps.

 

Has anyone been able to create a custom faction with Heroic and still recruit Henchmen?  There was another thread where several of us reported that as a bug, but it sounds like some of the OP abilities require more than one trait?

Reply #14 Top

I have Poko8.  I think Henchmen are attached to the Altarian race, NOT the heroic ability.  I think quest maps are to if I remember right, but I could be wrong.

Reply #15 Top

Really good traits need to cost 2 picks, great traits should perhaps cost 3 picks. Of course that means you need to start with 4 or 5 picks. It will make the whole character building more interesting.

Reply #16 Top

Quoting MiamiBigAL, reply 14
I have Poko8.  I think Henchmen are attached to the Altarian race, NOT the heroic ability.  I think quest maps are to if I remember right, but I could be wrong.
End of MiamiBigAL's quote

They are attached to both heroic, and altarian race (all special units are attached to a race), kind of like how juggs are attached to trogs and great axes.

You can make another race get henchmens (or golems/juggs), but you'd have to make a custom race.

Reply #17 Top

Quoting Derek, reply 9


Thanks for the feedback, there is some great stuff here. I'm making some tweaks based on it.
End of Derek's quote

Thanks for listening.

Reply #18 Top

I hope for more modifiers to affect cities, and some modifiers for the magical tech tree as well.

Sincerely
~ Kongdej

Reply #19 Top

Hey Guys, here some more suggestions  for the CUSTOM FACTION




Adepts:                        SUGGESTS:   400 mana or 20% off mana maintenance Cost.    (40 mana and a 7 turn tech just doesnt cut it)

Archers:                       SUGGESTS: do NOT change.   

Assassin Tools:              SUGGESTS: do NOT change. 

Betrayers:                    SUGGEST:  100 to 200 per city level, Influence takes a long time to build.

Binding:                        (haven't tested)

Civics:                          SUGGESTS: Special Building giving  a discount (5-10% / city level)  Rush

Death Worship:            (haven't tested)

Defensive:                   SUGGESTS: +1 defender /city level   OR Guardian improvement is GREATLY improved (double)

Enchanters:                 SUGGESTS:  add missing Lightning jewelry (1 and 3) , + Resist DAZE (or chaos) from lightning atk)

                                  SUGGESTS: Add Enchanted GOLEM , IMPROVED Guardian Statue

 

                                  SUGGESTS: Move Monolith to general use  30 mana-30 Turns- MAX 30 hex away from your closest city)

                                                  a Temporary Claiming pole, that you can replace with your pioneer (to make it permanent and

                                                  granting it a small atk )  Can be recasted on the same spot


Flesh Bound Tome:       (haven't tested)

Great Axes:                 SUGGESTS:  Could also use a side ability: CLEAVE (see AD&D)

Great hammers:          SUGGESTS:  Could also use a side ability: KNOCK DOWN (resist)

Guile:                         SUGGESTS:  Have the the treaties  be affected by this (perceived value of Economic/trade)

                                  SUGGESTS: Allow UNLIMITED Missionary Hall

Heroic:                       SUGGESTS: do NOT change. 

Legacy Of Serrene:      SUGGESTS:  Fix war Horse being NOT available to heroes

Lucky:                        SUGGESTS:  2% Chance Enemy fumble and hits themselves (resist or take damage)

Masterscouts:             SUGGESTS: ADJACENT AGGRO at 25%   (one quarter normal)

Mastersmith:              SUGGESTS:  Additional 20% efficiency on Standard gear (armor and weapon)

One Handed Spears:    SUGGEST:  REPLACE BY  Pole Arms  +  Long reach (Basing this unit grant this unit a FREE SWING Prior atk)

Quick:                       SUGGESTS:  3 if Encumbrance Under 40,  2 If encumbrance is 40-80 (making it 0)   1 if encumbrance 81-100 (making it -3)

Scholars:                   SUGGESTS: Allows UNLIMITED Scholar Guild at 30% instead of 25)

Slavelords:                 (haven't tested)

Wanderlust:              SUGGESTS:  Heroes get +1 move, FREE scout movement and +1 Vision (stacking)

Warmachine:             SUGGESTS:  EARLY access to small SIEGE weapons (balista) , Replaces Archers in cities +

                                  deals preventive pierce damage similar to wall of fire, but less)

Warriorcaste + warrior   SUGGEST:  Can wield 2handed weapon with a shield - Units  Starts at level 2



My 2 Guildar



Reply #20 Top

also having some things change a tiny bit with either empire or kingdom would be nicely interesting (Civics giving a building for empire that rushes faster, but for kingdom it makes you construct buildings faster

Sincerely
~ Kongdej

Reply #21 Top

Thanks for your comprehensive Analysis, and for starting this excellent Discussion thread, DSRaider! 

I am coming a little late to the Party (to this Discussion thread, that is); because since Beta3, v0.915 came out, I have only been playing the 8 standard kingdoms/empires.  But now that I am ready to try a customized race, it is really nice to have all this great information, neatly summarized in one place.           Thanks, again!

BTW, for what it's worth, for my first custom kingdom, I am going to avoid what I think are the most over-powered (worst) Faction Traits.  Those would be (IMO): Binding, Death Worship, MasterScouts, and Enchanters.  I am avoiding those, not only because I think they are too over-powered, but also because I suspect they will probably be "toned down" when the Beta 4 comes out.  (Okay -- maybe they will, and maybe they won't.  I hope they are.)  Anyways, they don't appeal to me either, in terms of my style of play.  On the other hand, I will probably use: Heroic, Quick, and Scholars (by also taking on the liability of "Vulnerable to Magic"). 

And now I know (see Frogboy's announcement regarding the Beta 4 not coming out until at least July) that I will have plenty of time to play around with the existing features!   Happy, happy, Joy, joy ...  XD  

Reply #22 Top

Quoting Kongdej, reply 21
also having some things change a tiny bit with either empire or kingdom would be nicely interesting (Civics giving a building for empire that rushes faster, but for kingdom it makes you construct buildings faster

Sincerely
~ Kongdej
End of Kongdej's quote

Pssst. don't listen to this idiot, think I was drunk or something ^_^ (my meds are making me weird when I get tired ;))

Sincerely
~ Kongdej