[0.981] City Enchantments

Inspiration - 5 mana cost - extremely useful.

Meditation - 5 mana cost - very useful.

Enchanted Hammers - 10 mana cost - useful.

Sovereign's Call - 25 mana cost - not so bad, but costly.

Oppression - 15 mana cost - not very useful. Reducing unrest by 10% is not so good, because gold is not very valuable resource (see below). Also there are several cheap ways to reduce Unrest. Maybe should be -15-20% Unrest.

Propaganda - 20 mana cost - useless, especially with new tax system. If your city has 2 Essence and 60% taxes, Propaganda gives only 1.2 gold per turn. One gold is far not as valuable as one mana, research or material. You can earn much gold by selling excess items.

 

4,381 views 17 replies
Reply #1 Top

I agree they are way out of balance too. Mostly inspiration, and enchanted hammers.

You don't have all the city enchants though on that list, I remember 2 enchants to boost food for example.

I do think Mana cost should be better balanced no matter what, and I hope they fix it so inspiration, meditation, and others don't have the same icon in the enchantment ledger.

Sincerely
~ Kongdej

Reply #2 Top

Imo, enchantments should be balanced as follows:

Inspiration - +1 reseach/essence - 10 mana cost - extremely useful and well balanced.

Meditation - +1 mana/essence - 10 mana cost - extremely useful and well balanced.

Enchanted Hammers - +1 materials - 10 mana cost - acceptable if low unrest, but balanced.

Sovereign's Call - +1 growth/essence - 20 mana cost  - extremely useful and well balanced.

Oppression - 10% unrest reduction - 10 mana cost - extremely useful and well balanced. Don't underestimate the reduction of unrest. This gives your more production that having enchanted hammers with the higher unrest. Both in conjunction can be REALLY good.

Propaganda - +1 gildar/essence - 10 mana cost - extremely useful and well balanced. 

 

Reply #3 Top

Quoting GFireflyE, reply 2
Imo, enchantments should be balanced as follows:

Inspiration - +1 reseach/essence - 10 mana cost - extremely useful and well balanced.

Meditation - +1 mana/essence - 10 mana cost - extremely useful and well balanced.

Enchanted Hammers - +1 materials - 10 mana cost - acceptable if low unrest, but balanced.

Sovereign's Call - +1 growth/essence - 20 mana cost  - extremely useful and well balanced.

Oppression - 10% unrest reduction - 10 mana cost - extremely useful and well balanced. Don't underestimate the reduction of unrest. This gives your more production that having enchanted hammers with the higher unrest. Both in conjunction can be REALLY good.

Propaganda - +1 gildar/essence - 10 mana cost - extremely useful and well balanced.
End of GFireflyE's quote

I don't quite agree in your assessment...

Propaganda will still be a waste of an essence slot compared to inspiration.

Meditation should not really cost 10 mana, not if the other enchants also are 10 mana, I don't think meditation is far too powerful, the only reason I really run it is lack of better options, like only other options are "Sovereign's Call" and "Aura of Might".

Don't get me wrong, I use sovereign's call, but that is more lategame.

I think the scaling of inspiration is plain wrong, it will triple your initial research on a 2 essence spot, this will give you a HUGE boost to starting research, then again I never really liked the point that enchantments scaled off essence, and usually I only fire off the scaling enchants, or enchanted hammers.

Oppression is again a spell I use only when out of options, its decent, but all the other options are better.

I think the mana cost for city enchants should lie around 20-30, except meditation. If the other enchants would cost 20-25 mana meditation could be 10 mana, or even 15.

I generally think the mana cost is too low, so I can freely change my enchantments once each 3rd turn if I want...

Sincerely
~ Kongdej

Reply #4 Top

Quoting GFireflyE, reply 2
Oppression - 10% unrest reduction - 10 mana cost - extremely useful and well balanced. Don't underestimate the reduction of unrest. This gives your more production that having enchanted hammers with the higher unrest. Both in conjunction can be REALLY good.
End of GFireflyE's quote

Bell Tower gives -10% Unrest and costs 80 production. For comparison, Herbalist gives 1 mana per turn and costs 176 production. Meditation can give you 2 mana per turn if city has 2 Essences. So Meditation and Inspiration are much better than Oppression.

Reply #5 Top

I like oppresion, I think to go into details it should reduce unrest by 15%... but I dunno I did not do the maths or anything.

I think we first off should figure out what kind of balance is wanted/needed from enchants, I still feel essence>material>grain.

Sincerely
~ Kongdej

Reply #6 Top
Quoting Kongdej, reply 3

I think the scaling of inspiration is plain wrong, it will triple your initial research on a 2 essence spot, this will give you a HUGE boost to starting research, then again I never really liked the point that enchantments scaled off essence, and usually I only fire off the scaling enchants, or enchanted hammers.
~ Kongdej

End of Kongdej's quote

I agree. Imho Inspiration and Meditation are overpowered. Propaganda is underpowered.

Reply #7 Top

Quoting GFireflyE, reply 2
Imo, enchantments should be balanced as follows:

Inspiration - +1 reseach/essence - 10 mana cost - extremely useful and well balanced.

Meditation - +1 mana/essence - 10 mana cost - extremely useful and well balanced.

Enchanted Hammers - +1 materials - 10 mana cost - acceptable if low unrest, but balanced.

Sovereign's Call - +1 growth/essence - 20 mana cost  - extremely useful and well balanced.

Oppression - 10% unrest reduction - 10 mana cost - extremely useful and well balanced. Don't underestimate the reduction of unrest. This gives your more production that having enchanted hammers with the higher unrest. Both in conjunction can be REALLY good.

Propaganda - +1 gildar/essence - 10 mana cost - extremely useful and well balanced. 
End of GFireflyE's quote

I think this would be better balanced:

Inspiration - + 1 reseach / city level - 25 mana

Meditation - + 1 mana / city level - 25 mana

Enchanted Hammers - + 1 materials / city level - 25 mana

Sovereign's Call - + 1 growth / city level - 25 mana

Oppression - 10% unrest reduction / city level - 25 mana

Propaganda - + 2 gildar / city level - 25 mana

Reply #8 Top

Quoting Wizard1200, reply 8
Inspiration - + 1 reseach / city level - 25 mana

Meditation - + 1 mana / city level - 25 mana

Enchanted Hammers - + 1 materials / city level - 25 mana

Sovereign's Call - + 1 growth / city level - 25 mana

Oppression - 10% unrest reduction / city level - 25 mana

Propaganda - + 2 gildar / city level - 25 mana
End of Wizard1200's quote

Really good idea with scaling the stuff with city level, I think the oppression would get out of hand though, same with enchanted hammers.
But I would rather test it like this.
(Edit: Enchanted Hammers and Oppression might get out of hand in a level 5 city, but dunno, never had a lot of those).

Also like your more averaged city enchant cost, they could later be changed a few mana up or down, but that is details (It would feel... silly if all city enchants would cost exactly the same, I think anyways).

Sincerely
~ Kongdej

Reply #9 Top

Quoting Wizard1200, reply 8


I think this would be better balanced:

  • Inspiration - + 1 reseach / city level - 25 mana
  • Meditation - + 1 mana / city level - 25 mana
  • Enchanted Hammers - + 1 materials / city level - 25 mana
  • Sovereign's Call - + 1 growth / city level - 25 mana
  • Oppression - 10% unrest reduction / city level - 25 mana
  • Propaganda - + 2 gildar / city level - 25 mana
End of Wizard1200's quote

Wow. I like. k1

I think Oppression would have to be scaled down a bit to 5% unrest reduction / city level

Impact to the games duraton would also have to be considered....having 5 lvl 5 cities would be a killer economy.

But definately an interesting idea.

Reply #10 Top

Imho, all city enchantments should be moved to spell levels 2. Some are just so good to start with. If you move them to 2, it forces the player to spend more customization points in an area if they want the enchantment from the start. In addition, the first champion you find will most likely not provide you with another enchantment.

Speaking about design, they are simply available too early for too little cost.

Reply #11 Top

yes but on the other hand not having  them with  lvl 1 champion you hire at start is a HUGE rng

basically now they  are strong, but balanced since you have access surely to 1 but most likely to 2-3

they are OP per se but they dont unbalance the game as a whole

moving to lvl 2 unbalance things, untile all enchants are equally strong

Reply #12 Top

I think we will see more general Unrest in games now that taxes are required in the early game. If they reduce the gildar from adventuring, it would be perfect. Since you have more Unrest, you have less research. The problem is that a city with essence goes Conclave. That means they get twice the building options for reducing Unrest to 0. This means they can produce more money and research in the early game. With the current balance, the right Sov setup gives you a great selection of starting bonuses, assuming you have essence. This puts too much pressure on getting a start with at least 2 essence to cast these starting spells and reduce Unrest enough to use Normal taxation. Your only way to start well is to get essence and a Conclave. There is no competing strategy. There needs to be a few factions that get a bonus to non-essence starts or at least some techs that give a clear advantage or viable strategy to choose Town or Fortress in the beginning. 

 

Assuming that the balance of starting cities is managed, spells need some balancing to fit into the current mechanics. Propaganda should be +2 Gildar per essence, as someone pointed out. This is because gildar now matters less in the new tax system. Inspiration and Enchanted Hammers work in different ways. Early on, Inspiration triples your research power, while Enchanted Hammers adds maybe 33% production. As the game goes on, the value of Inspiration matters less, because tech costs do not ever go up that high and city level does massive amounts of research on its own. Enchanted Hammers, conversely, increases in value, as PPM increases throughout the game. A single Materials can boost Production by 20 later on, which is extremely valuable, as it boost troop training and improvement construction. 

You either need tech costs to increase a great deal per tier of research, or you need to reduce the research done by city level 4 and 5, reducing Inspiration to +25% Research in kind. Either the costs need to scale better, or the amount of research done needs to be more incremental. Other than that, the system can't be well balanced with the other economic factors.

 

In terms of elemental magic powers, water and earth are too good in the early game. Death is never good. Life and Air does better as a second string of choices. Fire is just an afterthought. I suggest we bite the bullet and have some weaker early game options, with more powerful ones unlocked at the 4th level spellbooks. Those later levels are too sparse and offer little incentive economically. You could also do it by city level, but then it kind of ignores a good opportunity to help out the magic system.

Reply #13 Top


I think higher base unrest would help balance things a lot. More impetus to build unrest reducing structures, and more compelling reasons to cast the unrest reducing enchantments. It's far too easy to hit unrest 0 right now, where I think it should be fairly rare and perhaps impossible for some cities under 'normal' tax conditions.

Reply #14 Top

the solution would be civ like

every new city add 10% unrest to the whole empire

so you cant rush build cities same as civ etc etc

 

Reply #15 Top

Quoting ddd888, reply 15
the solution would be civ like

every new city add 10% unrest to the whole empire

so you cant rush build cities same as civ etc etc
 
End of ddd888's quote

I think this would work if this was the only element affecting unrest. Maybe reducing it down to 5% would be better balanced.

But, I must ask, why would a more successful empire generate a higher unrest? By that same token, one could argue that when a city levels up, it should have an increase in unrest aswell.

I agree....empires shouldn't be rushed and there should be consequences if one tries. However, empires should also not be stiffled. The ability to grow, even to 20 cities, should be allowed.

 

Reply #16 Top


I'd like to see spells tied to technology, with a few automatically provided regardless of spellschools, while several are granted only if you have both the technology and the appropriate school of magic.

For example at tier 1 research (lets say trinkets since you can't start with it) you get an inspiration type spell that doesn't scale. A bit further down the tech tree (tier 2 or 3) if you have water magic you also gain a research bonus enchantment that does scale. Enchantments scaling with city levels is likely to cause as many problems as it solves. I do like the idea that a 1 essence location would be worthwhile, but I would prefer if enchantments scaled based on research in the magic tree (better options become available) as apposed to simply revolving around the location you built on.

Reply #17 Top

Quoting GFireflyE, reply 16


I think this would work if this was the only element affecting unrest. Maybe reducing it down to 5% would be better balanced.
End of GFireflyE's quote

 

yeah ok number wasnt really though through :P

 



But, I must ask, why would a more successful empire generate a higher unrest?
End of quote

your native ppl is angry because you feed other cities and give resources around instead of them

 

By that same token, one could argue that when a city levels up, it should have an increase in unrest aswell.

I agree....empires shouldn't be rushed and there should be consequences if one tries. However, empires should also not be stiffled. The ability to grow, even to 20 cities, should be allowed.

 

End of quote

 

if there are penalties i have nothing against large empires