There's a long thread about this exact topic with a lot of posts in it: https://forums.elementalgame.com/415879
Mtrixis
This forum is in dire need of a real search function - someone posted these exact stats last week, and there was some discussion on the stat balances and racial perks, but uh... no idea where that thread is :P
Some quick tips and answers for you: 1) Yeah, the very very early units are quite bad. Pick up a few techs in the Warfare tree and build some 5-strong units with leather armor and basic weapons. These units can gain levels, and they can be buffed with some spells. See point 6 below, but be sure to do 'Design' and give them some custom Traits, you can make considerably better units than the defaults. 2) Mages are weak until they gain a few key pe
[quote who="taltamir" reply="52" id="3069886"] 1. Each spell still wastes your turn. 2. By wasting your feats on cost reductions you missed on boosting your combat. Which means you cannot as easily slaughter everything via melee. And yes it is WASTING feats.[/quote] If you think casting spells is a waste of a turn, I'm not sure what to tell you. We'll have to agree to disagree :P It takes two feats for cost reduction. One of which is mand
[quote who="luketan" reply="13" id="3069866"] That may be so, but let's just fix those spells/equipment/traits then. Besides what makes you think with your all cool down system it will solve this problem? [/quote] That's what I suggested doing in the first post O_o As for cooldowns, again, in the first post. I'm not clear what you're arguing for here - you agree with me that there are flaws in the system that need to be chang
Agreed. There's a few other quirks in UI related to this as well. I always giggle when check my 'Horse Income' and see that I'm earning .2 horses per turn. I wonder what that looks like [e digicons]:rofl:[/e] Changing it to 1 horse/5 turns is an easy string output change, and reads more clearly, same as you're suggesting for other areas.
[quote who="luketan" reply="11" id="3069826"] I agree with your disagree. Crazy to remove the mana system. The cool down system sounds fun, but just based on that? Plenty of problems with that as well. [/quote] Like what? [quote who="luketan" reply="11" id="3069826"] If true (which I am not sure), sounds like a problem of balancing spells..Just .Make the higher level spells more powerful. Besides not all the spells need to be equally useful!
You're not getting my point here - I can cast any of those spells for 1-2 mana due to cost reduction. Affinity + Path of the Mage + any caster item and any concept of mana balance goes right out the window. That's ignoring the irrelevance of tactical mana costs once you're past a certain mana threshold anyway, as there is no limit on the amount you can spend in one battle. And then on top of that, there's no great way to tune mana costs based on a variable mana
[quote who="luketan" reply="46" id="3069795"] Quoting Mtrixis, reply 10 Quoting Sarudak, reply 9I think what you don't like about it is the very thing that makes it an interesting mechanic that forces difficult decisions... It is very much not this. Once you get into the midgame, you have functionally infinite mana for tactical spells unless you're wasting mana on the (useless) overpriced strategic level spells. That's a prob
Variable initiative would help to fix this, as would capping the insane movement heroes get If initiative is static, a faster hero/unit can endlessly outrun a slower one. Adding a slight variance to init each round prevents that, while still preserving the advantage of speed.
Also requested yes [e digicons]:rofl:[/e] The latter issue is likely a simple bug/omission.
This has been requested repeatedly... Ya know... it'd be a big help for beta testing if the devs would keep an updated list of commonly raised issues with a status on them, as in 'not going to fix', 'on the list to be fixed', 'might be fixed', etc. It's a bit dispiriting to see the same bugs and issues raised, and then re-raised by more beta testers. We're covering the same ground repeatedly without any real idea if we're wasting time di
Terrible 'feature'. Heroes are already a limited resource, and you can kill opposite faction heroes. Having monsters kill heroes off just increases the chances of one or more players getting screwed out of heroes.
There are some armors with specific type defensive bonuses, but its such a fiddly bit of minutiae, I've never once bothered to compare armor to enemy weapon type, or factored in specific defense bonuses on magic armor into my gearing considerations No tile bonuses that I've seen, or any special tactical combat terrain at all Seems to be, the one that drives me nuts is the on-map animation that always plays if you auto-resolve a fight, even if quick moves are turned on.
'only' 11 nodes? That's more nodes than I've had at the end of multiple games :P That said I agree, Death magic is plenty strong. Life magic's poor scaling on heal is an issue (and regen for that matter), though Life is otherwise strong. I would like to see more summons than just elementals, kinda boring.
I plowed the game repeatedly on normal->challenging->hard, but ridiculous had AI bonuses that were too stratospheric for me to overcome. I think it's probably beatable with a good random map roll that dumps strong heroes near you (or cheating by setting all the AI factions to your side), but not really interesting. Haven't tried again since they lowered the AI bonuses no ridic, but really, exploiting the game is pretty boring at this point, I'm waiting for the AI rev
Abuse heroes (high power, high movement speed, no upkeep, begins gaining strength immediately, allows you to focus all research and city production on growth) Abuse razing (one turn destruction of cities that take dozens/hundreds of turns to build up) Abuse 'city teleportation' via snaking (build one improvement at a time, build the next improvement touching that one, can stretch a city out to 15 tiles or more) Spells: Early game cheap useful buffs/debuffs 
Ditch chaos and pandemonium for something more interesting and water would be ok. Most schools have a low level utility spell, either damage, buff, or debuff that's worth using - water does not.
[quote who="CdrRogdan" reply="22" id="3068582"] Quoting Autarkhos, reply 12I really have no idea why you guys can enjoy randomness like this for the levelling of heros. It limits strategic choice and just makes it into a game of rolling the dice, especially when rare ones are, 99% of the time, just outright superior to the hero regardless of it's class. This! Randomness has a place in strategy games, but not for decisions that have major tactical impacts.[/quote] H
Agreed, the time it takes to acquire the techs for these units typically puts them well into the midgame. This is a double whammy because it means they aren't on the field earning experience and gaining levels earlier, rendering them even weaker against leveled stacks of heroes/armies. In general, the ramp to unit production feels too slow, since its so much easier to just roam around with your hero stack that can 'grow' on the move. Meanwhile producing units requires both
Champions can't die (once recruited), they accumulate injuries and get knocked out of action, longer as they gain more levels (a very long time at high levels). Currently, heroes are a finite resource, so permadeath could easily screw you or the AI over badly. As it is, not every faction gets equal numbers of heroes, there's no mechanic to recruit new heroes, so once the heroes on the map are recruited (or, more often, killed), that's it for the rest of the game.
There's only a bare handful of spells for each school, so that issue is hardly unique to life :P
Don't agree about Life magic, Growth is crazy good and Call to Arms is nice Heal is lackluster because it scales really poorly (ironic, you'd figure life would be good at healing)
Torin the Chosen One I can remember. These heroes? Yeah not so much. I literally rename my characters to 'Adminchick' 'Casterdude' 'Defenderman' etc each game so I know who is who.
They're in the game, but either turned off or really rare, see: https://forums.elementalgame.com/416498