I'm at a 2 I think. Magic isn't as fun, but hero development is good, and the LOOT is awesome. Such a variety of gear with enough randomness and always the chance to find an item that will change your game
Droghar
Challenging
I actually normally don’t like getting multiple paths on a champion. When specialising a champion there are key traits you want to pick up, having two paths dilutes the selection and you end up picking things you aren’t really keen on. If I’m building a warrior or assassin the last thing I want is prodigy or summoning popping up. There are occasional exceptions of course, but generally I want to maximize my chance of getting the really good selections.
i've never had as much fun gaming as I did with the original civ
Yeah i don't get the maul fear either, and most mauling creatures are easy to damage so you can kill them quickly. Heavy dodge works too, heavy defence, Blind, cheap decoys, good ranged attack. You just can't solo them early easily on with your sovereign, I don't think that's a bad thing.
I dealt with maul last night using standard trained units. A wandering juggernaut approached one of my best towns when I had no heroes or trained troops around. I had 2 militia plus one archer, and 2 turns to prepare. I designed a unit with warhammer, round shield, and the 2 +10 dodge traits. I rushed 2 in those 2 turns, and cast evade on them both (3 air shards). I didn't bother investing in defence as it wasn't worth it, so just wanted my most damaging weapon and as
I like the counters as is, it's well balanced. You can tailor your army / method against a certain monster / army to be more effective, but you can't use it to destroy something much more powerful. I think that's about perfect. True rock / paper / scissors would be terrible. In terms of monster party size, agree, more variety using existing models would be good. More custom parties that combine different types would be cool too.
Good point on Isildur I favour ditching the no-prone ability from horses.
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:
These are meant to be champion classes, not civil servants.. I see the governor champion as a retired former general, whose leadership skills, strategic thinking and reputation make him an effective politician. Just as is still common in countries where military life is prevalent, just as in most fantasy literature. The choice to use him in battle to become a better leader, or get out of him in a city what you can now, is a strategic choice the player has to make. I thi
Thanks for the clarification everyone. Defenders can be great fighters as with the right equipment and buffs you damage the enemy as they attack you. Counterattack is the main one, you'd certainly use a sword with a defender. Also spells like Mantle of Fire, items that do elemental damage to attackers, etc. Add some defensive / healing buffs to the defender and he can pretty much sit there and kill everything despite not dishing out a lot of damage in attack.
Can you please clarify how the auto-defence works?
The building based xp gainers are hopeless. The trick with governors is to maximise xp earned per turn adventuring. You line up some fights, send them along with a strong party and gain some levels. Or put them in a city which is either regularly attacked or has enemy troops/monsters walking past it. I'm a big fan of putting a governor in a newly conquered or built city, helping to get those initial buildings going to kickstart production. It's also an easy location to pick up s
Food sets the cap on population, growth determines how fast that population grows. For instance, if you are at 100 pop and have 100 free food available with a Growth of 2, you will reach 200 pop in 50 turns. Once you reach there you will stop until you get more food.
I find assassins to be the most useful and enjoyable combat class. I don't really think of them in terms of snipers, as I don't think any heroes are particularly effective at long range. Melee weapons just do heaps more damage, many useful spell buffs are applicable to melee only (like Mantle of Fire), and if using blades you get the counterattacks for more kills. I only use bows on weak heroes I want to stay out of combat. Has anyone actually devised a really powerful bow
That's how I played them, but i just didn't have the mana to create a big enough army. Maybe if you get very lucky with a lot of shards early, but still... I think mana is the most valuable resource in the game and it is already heavily utilised. With their armour penalty you have next to no use for all the metal you find, so you are wasting one available resource and overutilising another.
From my experience so far any abilities that require mana use are underpowered, specifically golems and resoln summoning. There are always lots of good uses for mana, this increases competition for that resource so these specials are only as good as the difference between them and the next best way to spend. Haveing played games with resoln and gilden in 0.915, golems and spiders aren't worth it. I really didn't get golems, they are tough to kill but just can't dish o
The golem descriptive text [an iron golem can wield any weapon given to it] implies you can change out their equipment (sword and shield), but I'm unable to trade with them, shop for them or upgrade weaponry. Has anyone figured it out, or is the text misleading?
There is a huge variation in how powerful your sovereign is out of the gate. If you haven't designed him/her to be effective straight away, it's very easy to die. Talent / profession / equipment / race / magic selections are all very relevant. Unless you've built your sovereign with the intent on attacking early, be very cautious. You will often want to get the nearby adjacent hero to aprty up with first, and pick up any freebies before fighting in the hope of gettin
Yes, crits are out of control, dishing out damages orders or magnitude bigger than normal attacks. This needs revision, it is making combat excessively random
This post is to highlight some mechanics in FE that I think work very, very well as the game progresses. I actually think, different to most games, it is more interesting in the later stages than the early ones. Here is why Cities built late in the game are meaningful. In a game like Civ, anything you build quite late doesn’t really have time to develop into anything useful for other than a strategic location. However, the way food and production wo
I can't say I've ever found Influence to be that useful, anyway I seem to always get the same building choices on level-up, and none of them are ever that inspiring, even at high level. I tend to grab the Almhouse, but I never seem to spend the influence.
I agree it is too powerful. A mana maintenance cost might help
I quite like, in concept, the spells that hit all creatures, or an area. They make sense, and they can be balanced with cost, damage per unit, accessibility and most importantly casting time. It's great that high level heroes can wipe out armies of plebs with a spell or two. It would be insanely boring to have to take them out one at a time and wouldn't make for a very heroic game
With the mana blast, could I recommend that the mana cost scales with your mana pool? As it stands, no matter how late you get it, once you do you can pick off any enemy rapidly. At a cost of 30, when the mana pool is in the thousands each strike will be essentially as powerful as the previous. From the description I gather that mana blast is meant to be a release of lots of stored up mana. The cost for that huge burst of damage should be a big drop in mana, such that i