Let's Review/Crunch some of the in Game #'s?

Crunching/Balancing Ideas

With Beta 3 looming, lots of Stuff turned on, it may be a good time to start thinking about “Crunching” , “Teasing”  ,“Crying Over”  some of the current  “Numbers”.  At worst this will allow some discussion while trying and do some matching up of existing # vs other units using the current #’s.

First up –

Starting Essence Level?  The current 15 points is obviously way too little, even given the current heads up about possible new non-Sovereign based “City Founding” methods. That does not even comment on high end Magic Spell needs etc.etc. This begs the question then, do we up the Starting Levels substantially? Or do we lower the requirement on those things that use it up?

After a boat load of games played, I actually preferred the 10 point level up mechanic with Essence going up 1 point per, with the others using the 1/10th increment. The new system just seems very… handcuffy.

Next up –

Starting unit(s) HP/Attack/Speed #’s are obviously open ended but current #’s make the Open Terrain a nightmare when facing units with 150HP etc.etc. If we are expected to deal with this kind of early nemeses, we need Sovereign  and Recruit/Champion’s to have a fighting chance, at least. That is not the case as it is right now. (Unless you want all Sovereign’s to be Ranged attack based units at the start.

And finally – (this can include ALL other items – ala Building, Maintenance etc .etc.)

Recruiting costs. Is there an actual Formula (HP*Attack*Speed/.001) for the cost for a recruit-able Champ or Hero?  I have seen some totally whacked #’s and tried to assume Sovereign levels, or City levels as a cause of these #’s as they skyrocketed in the very early game.  What should a Recruit, that is simply Talent based cost vs those with Offensive and Defensive attributes? Is that the true distinction between a Champion and a Recruit as it is now? According to what can be seen now, something is obviously wrong…

Anyways, something to mull over. Any suitable Math/Formulas anyone wants to put forward in this regard. I haven’t done any myself yet, but as noted, with B3 incoming, it may be time to start.

4,211 views 3 replies
Reply #1 Top

i dont like at all essence system, hope they come up with some major change in the next build, its not a matter of numbers

Reply #2 Top

There is currently a flat .2 gildar "wage" for each unit excluding the Sov, King or Queen, and summoned familiar.  Other summoned units (eg wildling) has the same wage cost.

Reply #3 Top

I personally think it would be better if essence was only used for very special events.  Summoning a dragon or a volcano, ok I have no issue with that costing essence.  Summoning a familair, no way that should cost essence.  I don't really have a problem with reviving land costing essence but it should be small, especially since we can now find already revived land.

For point 2 I would like to see the sovereign be more powerful.  Right now they feel like a normal unit that doesn't die.  I don't have a problem with them starting out weak but if am leveling him up and spending my points on strength, dex, etc I better see a real improvement otherwise I am just going to explore with him early then keep him back casting the rest of the game.  Right now the benefits are so small it seems almost pointless.

Not sure about #3.  Too much is missing in regards to units for me to feel comfortable commenting on their costs.