Imho resource costs should be reduced too. To prevent fractions in Unit Design we can double resource income and reduce resource costs in diplomacy by half.
harmonius_
AI is busy. It is always working. It uses your dual core to dominate you.
For example, Defender unit requires Leatherworking and Training techs and costs 250+ production. It is more than the double cost of pioneer, which costs 114 production. It is not worth it. Imho fair cost of Defender is 150 production. Techs can go faster as well. Training Yard, Barracks, etc training discounts can be nerfed or removed.
Please, add accelerated production to Fast Pacing. Now you don't have time to build improvements and units as fast as you unlock new improvements by accelerated researching.
Ok. You are not Krax. You have 20 dodge and cast Blindness on Forest Drake. Initially drake has 93 Accuracy. So before blinding drake has 73% hit chance. After blinding drake has 27% hit chance. So Blindness cuts drake's hit chance in almost 3 times for 4 mana. Imho overpowered.
If you have 20 dodge, stand in fortified tile and cast Blindness on drake, you are almost invulnerable. Imho Blindness needs nerf. [0.99] Dragon accuracy nerfed in 0.99. For example, Forest Drake has 84 Accuracy (was 90+ Accuracy before the patch). So Blindness becomes more overpowered.
Techs are made-up and not neccesary requirement. Things should be as simple as possible. No need in piling up the game with a lot of unnecessary things. Can we live without techs here? We can. So no need in techs here. Recruit costs of lvl 7-9 champions can be high enough to prevent hiring them in early game, even with Wealthy. Wealthy needs a bit nerf.
Recruit costs and Wealthy should be balanced. Imho technologies are excessive here.
Level 5-9 neutral champions require gildar cost and technologies. Imho technologies is excessive requirement. If you see champion and have enough money, you should be able to recruit him/her. It is annoying that you can't recruit champion because of you haven't specific technologies.
Trained units are limited by production, technologies, resources, starting traits, wages, army size, death. Why you don't love trained units so much? Where is fun in strategy game? In battles, various battles involving cavalry, archers, spearmen, etc. But we need units to make some battles. We need viable units asap. Imho production costs should be lowered, research should be accelerated. Resources don't work properly. Again too many limitations: you should find resources, build
Fireball makes trained units useless for as low as 50 mana minus discount. They all die from one fireball. A ll the more so trained units are costly. For example, one Defender unit costs 273 production. Five Defender units costs 1365 production. You cast one single fireball for 50 mana and your enemy loses 1365 production. Imho overpowered. Fireball shouldn't defeat trained units in one shot.
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[quote quoting="post"] Freeze no longer applies the move penalty, instead it immobilizes the target for 2 turns [/quote] So you can freeze your enemy each 2 turns. So enemy can't move forever. Overpowered if so.
When I go in Unit Details, weapon that i don't wear is highlighted by default without demand. Attack and Initiative are shown like i wear another weapon, not my actual weapon. It is annoying, because I want to see my actual stats by default.
[quote quoting="post"] Balance You always have at least a 3% chance to hit a target You always have at least a 3% chance to miss a target You always have at least a 3% chance to resist a spell You always have at least a 3% chance to fail to resist a spell [/quote] 3% is too small chance. Usually champion with 20 attack needs no more than 20 rounds to defeat drake.
It shows 11 units in Dross Archer stack. Really it is 3 units. Save is here .
Problem is not only in city defence. Slaves defeat enemy sovereigns, champions and trained units. Slaves outnumber all of them.
I created cheap Slave in Unit Design: Cheap Slave costs only 1 production. So I build one Slave per season in each city. No enemy AI can stand against Slave rush. I conqueir their cities and build one Slave per season in conquered cities. Imho overpowered. [0.99] Slave scout for 12 production. Is it balanced? <img src="http://imageshack.us/a/img94
Yes. FE is too slow with cities and trained units. The only shining thing is champions. Why? Because there are too many requirements for building descent trained units. You should build many improvements and research many technologies to build desired trained units. The most annoying part is building improvements like Workshop to build another improvements faster. Building for building is pointless . Imho if player wants to build descent trained units, the
Imho it should be Rare.
Trained units still can't compete with champions, especially in early game. Imho traits for trained units should be stronger. Traits can give significant bonuses for early game. For example: Acrobat: 5 Dodge + 1 Dodge per Level Ironskin: 5 Defence Attacker: 2 Attack + 3% Attack per Level
When you connect new city to capital, -15% Unrest are not reduced until next turn. At least information about Unrest are not updated until next turn.
Burning Dagger: Common, 8 Attack (6 Cutting Attack, 2 Fire Attack), +4 Initiative, +1 Counterattack per round, 36 Value. Imho it should be Uncommon.
Actually "Value" is sale price. So you can sell Broadsword for 9 gildar, Sharp Broadsword for 153 gildar.
Broadsword is strong enough even without crit chance/multiplier. Imho Broadsword should require level. The problem is that Broadsword is from Warfare technologies. It can't require level from trained units. I think Broadsword and similar items should either require level from champions or not be available as loot. Similar issue with Rare items: https://forums.elementalgame.com/433098 .</s