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ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!

List of balance suggestions and new features for Endless Legend 1 or 2 (Obsolete)

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8 years ago
Apr 25, 2016, 10:27:28 PM

New topic here : Link.

Don't read this one please.



- I am the best player of this game, with the player Grinder. I got 3000 hours of playing. I know what I say when I talk about balance.


- The goal of this topic is to give suggestions to balance the factions and to suggest new features, for new strategies, more replayability and fun. These suggestions of course would require a good dev to work on it, or who knows, that an Endless Legend 2 day exists.   :D


- These suggestions take into account all expansions of Endless Legend including Symbiosis. They also take into account the excellent and indispensable ELCP mod, which improves the AI, the balance, add smart features, and eliminates many bugs. Link to the ECLP mod.



Increase defensive power to make aggression more difficult :


The ELCP mod has clearly increased the defensive power, making fortifications effective if one attacks the besieger. But that's not enough. Taking a city is very easy, and it's not a good thing because EL is already a game where conquest is easy and low risk.


I propose that the following measures be taken:


- Currently additional district increases a little the height of the fortification. Something like +20 I think. It is not enough. I propose that this bonus be doubled. Large cities must naturally be more powerful defensively.


- It is possible with a level 4 spy infiltration, to completely destroy the fortifications of a city, even a cult city. It's unrealistic, and far too powerful. I propose that the infiltration action "Destroy Fortificaiton" can destroy only half of the fortifications at the maximum (level 4 or 5).


- The buildings dedicated to the fortification have seen their effectiveness increased thanks to the action of Leader Ennemy Boss, the creator of the ELCP. But we should go further to make the cities more powerful.


I propose that all defensive buildings after era 1 sees their industrial construction cost drop again by -25%, in order to encourage players to look for these technologies (which currently never happens!).



Make useful the myriad of unnecessary special equipment :


- The first thing to say is in my opinion, that the units have only two slots of equipment. It's not enough. Firstly, in 95% of the situations, the unit will have a slot dedicated to a speed talisman, to move faster on the map and the battlefield. Which leaves us an available location, which is too little to do something.


I suggest that units get not one but two additionnal slots with Meritocraty technology. It would allow more specialised and qualitative units choice.



- The players always use the same talismans and rings, because the others are too expensive in rare resources, or they are simply useless.

For example, talismans that increase the attack of a unit in High Ground position, is far too expensive. The resources are carefully conserved by the players, and it's a rational choice.


- Moreover, in terms of efficiency, resources currently should only be invested in army boost equipment (like Defense Boost 2) and in weapons. Never in the armor because the effect of efficiency is too weak, even for the Vaulters (who have however a bonus when they use a booster).


- Designing better equipment, with a more powerful and remarkable effect, would allow the setting up of expensive but specialized armies, and greatly improve the tactical diversity.


- Since there are too many changes to be done on this topic, I have not written some suggestions here, but I can do it if a modder wants to tackle this problem. But I can write two ideas of equipement with powerfull tactical effects :

An adamantium talisman that gives slowdown for two turns to the affected creature (great on fast archers).


A Mithrite ring that blocks the counterattack of the target (would be useful only if one has the superiority of initiative).



Make city infiltration a bit more difficult :


One thing annoys me a lot in Endless Legend: it is impossible to guard against the infiltration of its cities.


Anyone can have any fast unit, approach a city and instantely put his spy.


With stalth units, it's even easier, and the detection towers are useless. You can put towers everywhere, it will not change anything, as any unit can simply reach you, you will be infiltrated anyway.


I do not know exactly what should be done, what elegant solution it can exist. But I have a little idea to propose. I do not know if it is technically feasible:



- Placing a spy requires vision on a city for 1 turn, not 0 turn. It is only after one rounds of vision on the city that the infiltration action is possible in this city.


The advantage is that a fast unit can reach any city, but if it is detected and destroyed, the infiltration is not possible.


This change will make a strict map control strategy viable, with watchtowers and fast interception units on duty.


Buff the Vaulters / Mezari (Balance) :


Vaulters have their advantages but are underpowered. And their benefits are good on paper but rarely useful.


On paper, they have teleport, powerful units, and a strong defensive bonus (bunker city).


In reality, their teleport is not very useful because the units go almost as fast by the roads.


Their units are not so powerful, because special resources continue to be expensive.


And their cities have no defensive bonus at the height.



Here is what I propose to improve Vaulters:


- Improvement of their defensive power: Their Epéicale military building of era II, X, also adds two Titans to the militia. The titans will have the equipment corresponding to the technological age of the player. This will allow the Vaulters to be really more powerful in defense, especially to defend their distant cities.


- The teleport, activated via the resource booster, now allows you to teleport settlers to heroes, even outside the Eclypse. This will greatly help the Vaulters build distant cities early in the game. On the other hand, teleporting units to heroes, for vicious rush actions, is only possible during the Eclypse.


- The Vaulters see the cost of special equipment diminished. Not weapons, nor armor, but only special equipment. They cost -50% less resources to use. This will allow the Vaulters to massively use these tactical tools on their armies, making them more qualitative than those of other empires.


- Nerf: In exchange, the Vaulters lose their ability to build roads. They can still build watchtowers, but more roads. The Vaulters cities practice autarky, and the notion of a trade route is foreign to them. It's an economic and military nerve. The Vaulters will have to rely on fast units, their fortification, and their teleport to defend their territory.



Buff the Allayi (Balance) :


Some suggestions originaly came from here : Link. But it's better to read this :


- There is not enough ways to use pearls for the Allayi in early and mid games. The Allayis accumulate a lot of pearls at the beginning of the game, without having any use. Stokciples are not so usefull, and still cost a lot of industry. Allayis accumulate pearls without having utility.



Suggestions for this problem :


- Pearls can be used as general booster by the Allayi (as the Vaulters can do) +20 % science/dust and +20 approval.

- Allayi have an immediate access to all winter graces from the first winter (it will open to them to interesting early building, as fast extractors).


- Allayi have a racial trait which permit them to begin razing a city when they just conquer it. Not "Salt the Earth" but "Restaure Nature". It block the city to produce any output for 5 turns. It prevent any dissappproval expansion from this city. And in 5 turns, the city is razed, with no settler. After the razing, they won four pearls for each razed district (Auriga is "happy" to clear this presence off her face, and give pearls). Or, a pearl boost is automatiquely activated when the city has been cleared. Or a temporary 5 turns (in quick speed) of -100 % expansion dissaproval.



- Nerf the Monk : The monk is incredibly powerful. The main reason is that its load is buggy, it is about three times more damage than expected! Any Allayis buff measure must be followed by a correction of that, otherwise the monks (especially in Winter form) will continue to completely unbalance the game.


- Buff the Skyfin's Allyi as combat unit : Skyfin is superb as explorer, pearl collector and ressource gatherer, but very rarely used as combat units. Main reason is he is solitary (as guardian, he cannot be included army) so players rarely use them in armies.


As the Skyfin is expansive, and only good as support unit, I don't really see the reason of this Solitary trait.


Suggestion : Suppress this Solitary trait.


- Buff the Allayi Hero as City Governor : The Allayi is weak as city governor. And not much strong as commander. He seems to be more designed as pearl collector because he is only skilled at this... anyway here the problem is to buff him as city commander. Here are propositions made by me : Link. or by The-Cat-o-Nine-Tales Link.



Buff the Necrophages (Balance) :


- Necrophages are the weakest faction economically, because they can not parley with the villages. They lose pacification, resources, gold.


And their economic bonuses do not make up that at all.


I propose two simple things to improve Necrophages:

- They build at double speed the destroyed villages. In other words, destroyed villages cost -50 % in industry.


- They need 6 body to have one food stokcpiles, not 8. It's a small but substantial buff to their ability to produce the food they need to sustain profitable cities.



Multiplayer suggestions (For EL 2) :


- Teamers : Create a cooperative way of playing, to play the game as teamers, in permanent alliance (3Vs3 for example). A lot of people complained and asked this commun feature.


- Improve the lobby : Improvements like : Game name can be set to the same defaut thing each game, a tchat, heard a sound when your game is full, and few small improvements like from others well known multiplayer game, that would make the lobby a really more interesting place.


- Chat box in multiplayer lobby : From Amazigh. Link.


- Ladder/rank system : An automatic ladder system, to evaluate the level of each player. It really help to set a game with the right level of players. It would be be attractive for the players from the 4X's ecosystem.


Comfort when playing (EL 2) :


- Auto-collect pearls : Collecting pearls is annoying, is very time consuming, and not very funny. Pearls are a nice system but the time it consumes is too high. It's becoming worst if you are not allayi, because if you want to collect them frequentely you need to spot the land each winter. Totaly annoying, and totaly hard to manage by beginners.


Suggestion : Create a new function : seach for pearls. Something which say to the unit to reveal land (even known land) and collect pearls.


- Auto-launch units when garrison is full : Auto-launch units in a new army when garrison is full. If not, it's time consuming and often stop units production when garrison is full.


- UI feedback customizablity : More feedback choice would be great. For exemple, Start/End of building a settler (in specific, not as a part of the big building sum up). Or

Enemy forces entering your territory in X region. From Rymdkejsaren. Link.


- Improve UI : pathfinding and battle board overlay : Brillant idea from an annoying problem. From Abmpicoli. Link. Improve UI: pathfinding and battle board overlay.


- Ideas to increase the interface comfort 1 : From Wallish. Link.


- Ideas to increase the interface comfort 2 : From Vicarious. Link. Best ideas are underlined.


Can we expect you guys to implement any of the following changes/options into the game in the near future?
a way to get rid of unwanted settlers other than exiling them to enemy regions
minimal number of military power required to lay siege to a city determined by the city's defenseretreat
waiting periods triggered by some diplomatic actions or any other changes that prevent players with huge Influence income from declaring war on a weaker AI faction next turn after agreeing on truce with that faction in exchange for a bunch of its resources or technologies
"Auto-upgrade units in queue" option
possibility to set the interval between autosaves manually
possibility to remove an unfinished building or unit from the build queue without losing the progress

- Automation into the update of the units : And saving of template of units design, for others uses into new games. From Savage. Link.


- Map highlight mode : Great idea with excellent screen exemples. It would largely increase the comfort of playing. From Abmpicoli. Link.


- Queue stuff even without pre-requisites met & Global queue : Elegant and simple idea from this ingenious guy. From Abmpicoli. Link.


- Facilitating work with a large queue of research. An obvious need. From Rustam. Link.


- Save game should have unit/city focus, window and notifications persisted : Excellent idea. From Abmpicoli. Link.


- Increase the character limit for army name :  From SentientDawn. Link.


- Ability to calculate the needed influence for a desired empire plan : It would be nice if there was a way to see in game (perhaps in the simulate screen) how many points you will need to have to pick whatever configuration of empire plans you have or wish to have. From Northwoods. Link.


- Notifications when new heroes appear in the mercenary market : Often, I check each turn the mercenary market to see if one ore more new hero appeared. It is annoying. Notification would be so simplier.


- Make the cliff easier to distingue : Cliffs can sometimes be hard to see. It is annoying and frustrating. They should be seen in all situations. From Arqane. Link.


- Gray-out city boundaries, focus on region : From Abmpicoli. Link.



Additionnal topics dedicated to particular suggestions :


Reflexion & Suggestions to change the Mykara's Fungal fixed fortification system : Link.


Obsolete topic (do not read it) : Link.

Updated 5 years ago.
0Send private message
8 years ago
Apr 25, 2016, 10:32:08 PM
3. Gameplay improvements



- Change the -% building cost to +% production output : A bonus of -90 % cost means a gigantic increase of the production speed (maybe +900 %). A bonus of +90 % production speed mean just a +90%. In the game, there are too much -% building cost accessible (from hero, from minor factions etc.), and that is possible to excess the -50 % cost, and go even to the -100 % cost, which means instant build of any buildings and wonders. You can see the problem showed here : Link. Here are a simple suggestion proposed : Link. and the proposition more explained here : Link. (See the Abmpicoli part).



- Buffing the stockpiles gained from razing : Stockpiles gained from city conquest are powerless. For exemple, in Era IV, a Roving Clans which raze a city win industry stockpile of 25 units of production. It is not enough. Stockpile of conquest are difficults to obtain, they should give more reward. Maybe there could be more stockpile won, or maybe stockpiles could give twice more (50 production). Moreover, I don't see why stockpile should give more reward with the new eras. They should give a stable reward. Moreover, razed city should too give automatiquely the dust you gain from razing the buildings.



- Forbid the selling of units when they are not in friendly territory : Today you can sell any unit in the marketplace even if they are in ennemy region, very hurted. It is illogical and can be exploited. Illogical because units, as ressources, should be next to marketplace to be solved. It can be exploited : you can fight an ennemy army then, after the fight, you can solve all the units to "save" their valor, although they should have been destroyed. You can too use units to explore the wilderness regions, then sell the unit when she is near death after have retreated.



Suggestion : You need to by in friendly territory (your territory or a faction with which you have a peace treaty) to sell any unit (same thing as the retrofit availability).



- Make that pillaging improvements in a sieged city give you ressources : i don't know why, I see no relation between the city and the ressources extracted from an improvement, but if you pillage an improvement, as an extractor, in a region where the city is sieged, you earn zero ressources. I don't see the logic because the ressources are pillaged from the extractors, not the city, right ?



Suggestions : Suppressing this strange impossibility to gain ressource when you have pillaged an extractor in a region under siege.



4. Combats improvements



- Better control of units displacement and attack : Make it possible to order to your unit to move to a hexagon near an enemy unit WITHOUT your unit automatiquely attack this unit. It would be good in some situations, to keep a retaliation for your unit. Now, even with the passive mode activated, your unit will always attack.



- Solving the retreat action = abuse position problem These two design problems can be largely exploited by humans over A.I and over others humans. The retreat mechanism is really one of the most important feature which should be heavily changed. Here are the best propositions I have seen. The first, from Abmpicoli, is the best but should be simplified I think : Link., Link. A discussion with suggestions here : Link. Top priority problem.



- More heroes specialization : Right now, heroes tend to always use the same builds : same skills and same equipments (each level of materials is just a power increasing, no real tactic or choice here). Moreover, skills are too passives. There is no active skill, as spell or aura or another thing. It would be really more interesting and exciting for all players to inclinate the model of Endless Legend's Heroes in the design of the Heroes Of Might and Magic model. From DevildogFF.



- Naval battles in exactly the same spirit as land battles : no new units : Simple and interesting proposition for a better handling of the naval warfare. From Abmpicoli. Link.



- Proliferators : issues with the Targeting AI of supports : Proliferators under A.I control tend to actas supporting units and not as ranger units. This is a problem because very often, the proliferators don't create battle-born in battle, due to this focus on supporting friendly units.



Suggestions : Give to the proliferators a ranged unit A.I, but let them classified as supporting units (to avoid them been exposed to Ranger Slayer promotions). From Ladygolem. Link.



- Ability to compare item stats : It could help to compare the effects of the items without equipingthem, but just by a visual comparaison. From Disbroc. Link.



- Several suggestions of improvements to the combat system : These ideas have the main objective to reduce the effect of initiative, which today completely prevent the slow units to do anything in the combat. It is frustrating for the slow player. Link.



- Roving Clans immunity to spying : Roving Clans can kick any spies out of their city when they move their Setseke Ho. It is a too easy action to protect yourself from any spying. By doing that, you can protect your whole empire by moving from time to time (before the seniority is enough high to make an action, for exemple, every 8 turns).



This should not be possible, it protect for nearly no cost, from any spy action.



Suggestion : Spy can stay attached to a moving setseke (look me logical that they can follow it), and continue to increase his seniority. Or, another idea, the spy can be re infiltrated, for an influence cost, but he will conserve his seniority in the city.



  • Roving Clans players can use Setseke Ho to kick any spies out of their city




  • Interesting tips, even if look me an abuse, because it means that roving clans can have a free purge which always work, for just one turn losted... smiley: ohh

    It would be good that the kicked spy, could keep his experience in the city, if he come back immediately the following turn.



    - Too cheap retrofiting compared to producing units : It seems that it's really more interesting to build a naked unit with no equipement, then retrofit it with the desired equipement. Link. The topic in the link explain the problem. I want to attract the attention of the devs about this.



    If it is cheaper to retrofit than to buy a full equiped unit, it is absolutely anormal. Retrofiting mean flexibility, flexibility should be very expansive, if not it is too easy to have unimproved garrisoned unit which you upgrape when the ennemy is coming.



    Suggestion : make retrofiting really more expansive compared to fully produced unit.



    - Make it impossible to queue luxury ressource consumption (which is an exploit) : Today, you can consumme ressources more than one time. By consequence, you can bank the effect for several turn, whatever the number of city you own. This is illogical, and particulary easy to exploit when you obtain the legendary deeds ressource bonus, at early game. You can with that, queue 15 x 10 ressources (gold for exemple), so you got more than 50 turns of gold effect, even if you got 4 or 5 city... This is an exploit off course, which should been suppressed.



    Suggestion : Suppress the exploit like that : When you use or bank use a luxury, only the cities you got will been affected. OR, you just cannot ban luxury ressources effect.



    - Automatise the usage of luxury ressources : It would be good to have an option to automatize the use of ressources. Because, today you can lose some turns if you don't check the screen frequentely. The command would be : use this ressources each time it's possible, undefinitevely.



    - Suppresing the immunity to winter penalty about the movement speed on the campaign map : What is the point to create the winter as major feature, if all hero in long term, become immunised to any winter immunity ?



    To me, the main features of winters are reduced speed and reduced vision. Continue please, to reduce the vision to the half. But in long term, all fighting hero obtain the immunity to winter effect, and keep their fast speed on winter.



    It's a destruction of an interesting tactical feature. Please, keep the Cold Operator as immunity to winter in the cities (because winter are a slowdown of the game path, and in multiplayer, I think it's globally bad), but please suppress the immunity to movement speed on the campaign map (on the battle map, ok keep it) as governor skill (the immunity to combat penalty and sigt, ok why not).



    Moreoever, this skill is super obvious, and a must have, so there is no choice : you always grab it at level 8 with your hero...



    If you want this speed immunity, you need to be Allayi, or bought pearls equipement, that's all.
    0Send private message
    8 years ago
    Apr 25, 2016, 11:50:20 PM
    5. New ideas (Not a priority)



    - Creating new really usefull items : There are some items which are useless, never used. For exemple the anti "retaliation" item made in pearls, is useless 95 % of the games, because no one build fortificaiton (too expansive, too passive, just make a better army). It would be interesting for the tactic to have items wich give that :



    * Ripost neutralisation : Reduce the damages made by counter attack by 50 % (cost 5 pearls).

    * Blocker : Any attacked or counter attacker unit, cannot move when he is targeted by a unit with this equipement.

    * Etc.



    - Creating stades of city size development : This Link. The idea is to give more interest to food specialized cities and to food technology (as the granary), to give sensation of few immenses powerful cities with biggers new districts. Now, growing large more than 12-15 pop is not interesting, because of exponential cost of district and population point.



    - Changing the current population growth mechanisms : Rokdog demonstrates by mathematics proves that the current growth system is exponential and tend to do that it is useless to grow taller than 10-12 population. Link. It is an important problem of missconfiguration of the growth system. Ideas of tweaks to do to change this corrupted logarithmic population progression here : Link. From Rokdog.



    - Anonymise players/factions : Create an option to anonymise which player take which faction. Chat should be anomymised too.



    - Unnerfing the expansion disapproval cost : From now, the early game tend to be always the same about the expansion strategy : you build your 2nd, sometimes your 3nd city if you see a good place, and that is all. You have at 90 % of the time no interest to go for a 4th or 5th city. This situation is boring. It would be better to favour the expansion (so the risk, the exposition of rush, but the reward too).



    If nothing is changed, I think i will not be the only player with a pleasure of replayability which fall because no one will never try new strategy by planting more than 1 or 2 cities at the early game (except the Vaulters because they have teleport and -50 disapproval coast).



    My suggestion is to reduce the global disapproval from -10 per owned city to -5. The two limiting factors would be : 1) From far, the natural predation anti expansion mechanism : the enemy (in multiplayer especially) pressure and the incapacity to secure several regions at early game and 2) The district/city disapproval, and the necessity to clean and pacified any minor factions in these new regions.



    - (Unprecise suggestion) Create chokepoints on your regions : Defence is important but not enough under control of the players :

    *Players should be able to build walls at improvements.

    *Walls could be used to force the enemy to pass by a certain way, slower, or more easy to defend.

    *Wall have a cost of 50 production each. Destroying a wall need at least 3 units and prevent the army from moving for one turn (no battle needed).

    *Walls lines cannot be close from less than 4 hexagons (to prevent full walling).

    *Walls cannot be built if an enemy unit is near an enemy (faction at war) from 4 hexagons.

    *Wall cannot be used as extractors and should be auto-destroyed before.

    *Wall could be upgraded with specific technology or race tech, to prevent flying units invasion. Firing tower could be buildable etc.



    - (Unprecise suggestions) Create new defensives buildings and improvements : Endless Legend does not really create defensive situation for cities, or give opportunity to enforce the strategic defence of yours cities. An invader can siege a city for free, can move back when he wants when he sees the danger coming. To change this situation could create really interesting defensive situation, where the invader must avoid a city or come with more units. Here are several ideas.



    *Hero cannot be affiliated to units when they are not in a friendly territory : It make impossible to approach with flying/fast cavalry units then giving hero to the stack at the last moment. Which it's not logical and fair.



    *Cutting roads for strategical reason : You should be able to don't build road which go from your city to a city which is not yours. It is not logical to be forced to see these roads builded. So, you should be able to pick a road to a new city and make it destroyed in 3 turns. And, if you want, to reactivate it (for free), in 3 turns.



    *Choosing where to build the watchtowers : You should be able to build your watchtowers where you want. The automatic choice is for the kidds. A player may want a tower to have scout, or may want to renforce the regeneration of his units on a designed point in his region. I think it may be very interesting too if hero could build magical watchtowers in neutral or ennemy land. A magical tower which consume dust each turn and can be destroyed but not by neutral armies. It could be an ardent mage spell exclusivity.



    *Create a temporary quagmire : 3 units can transform in one turn two contingents hexagons in quagmire of one your region (one per region max). The quagmire need 3 units which work one turn, but is finished in two turns not one (to avoid the instant trap in one turn). The quagmire long last 5 turns and affect any units even friendly units. Any unit(s) which pass by one of these two hexagons is blocked two turns inside (this turn and the other) and any combat which occurs in quagmire give a malus of displacement and defence in the combat zone where the stuck units begin the combat. Displacement is like in forest, and defence is -50 %.



    *Campaign fortress : A single separated district which act as a zone of control which prevent any unit to pass by a 3 hexagons zone without passing by the fortress. The fortress have a garrison which you can use. One fortress max per region.



    *City gate & high wall : It prevent any unit to attack and conquer the city until the fortification as down to 100. A logical way which protect a city to any invasion even when the city has only milician defenders.



    *City goat suburb : A circle of water of one hexagon dimension protect the city suburbs. Any enemy unit need two turns (the actual turn + the next) to cross the goat and attack the city. Leaving the city circumference need two turns again (unless the city is fall and become a friendly region).



    *Magical winds : Ardents mages new pillar which prevent in a circle zone of a friendly zone, any flying unit to fly. Efficient in situation where you fear an attack of flying units. Flying units can still move as their normal speed, but they cannot fly in combat or in the map.



    - Letting few civs to build new forms of functionnal districts cit than the famous "triangle" : Today, due to the nature of the hexagone and the way of gaining the level 2 district, only the triangle district is viable as form of city. It is quite boring, players would have more fun with new available efficiants forms.



    Suggestion : Ardent mages should be stimulate to build districts city with holes, to places their pillars. If pillars could affect twice the circle land effect than now, it could encourage it.



    Necrophages should build infinite district form, without esthetic research, and without disapproval cost (their city are a gigantic roach warren). In counterpart, districts should give less things (as no influence, and no district level 2).



    Wild Walkers may have a nature circle district, to "protect" the nature inside the circle, and have big boost of influence or dust, by doing that (to encourage the circle building, despite the lost of approval).



    Etc.



    - Ideas for gameplay enhancements especially buildings : From Lemmy. Link.



    - Special map features : Regions could have new features which are interesting. Exemples : "Ancient Magical Forge": as long as you control this territory, this building allows you to create tiers 3 weapons/armours even if the technology is locked. "Old Laboratory": Increase by 10 the science production for each population on this territory. From Ayalin. Link.



    - Ideas to renforce the defensive ways over the offensive : A critic of the lack of defense superiority in the game, and suggestions to fix it. From BPrado. Link.



    - Revolts and uprisings : *or* : how to make the warmonger's life more difficult : Interesting idea to nerf the snowball effect of conquest. From Abmpicoli. Link.



    6. Main exploits or annoying bugs



    - The impassable ruins : Ruins block army to attack a city. It can be exploited to give a permanent protection from siege.



    Suggestion : Give the possibility for ambitious attack. Or stop the ruins from blocking the siege possibility. From Lemmy. Link.



    - Fix settler production to remove tedius micro-management : Currently, when producing a settler, the game automatically adds a negative modifier to your food income equal to your current surplus (such that your surplus always becomes 0). Just use the Civilization solution of adding surplus food into production, or have all farmers automatically change to production whenever a settler is being produced, and then back when it's done. From Bridger. Link.



    - The privateers permanant vision bug : When your army of privateers is killed, you keep a permanant vision of where they were when they died. It occurs 100 % of time.



    7. Balance of factions



    - Supress the "Nwere" Item : This item give for 300 dust, stealth for a whole army. You can equip all your armies with it and you ll have an immense advantage. It's just a broken item, in multiplayer especially. Just imagine the Cultist massive stealth army ?...



    SThis item should give stealth to the hero only.



    - Buff the Skyfin's Allyi as combat unit : Skyfin is superb as explorer, pearl collector and ressource gatherer, but very rarely used as combat units. Main reason is he is solitary (as guardian, he cannot be included army) so players rarely use them in armies.



    As the Skyfin is expansive, and only good as support unit, I don't really see the reason of this Solitary trait.



    Suggestion : Suppress this Solitary trait.



    - Buff the Allayi Hero as City Governor : The Allayi is weak as city governor. And not much strong as commander. He seems to be more feat as a pearl collector... anyway here the problem is to buff him as city commander. Here are propositions made by me : Link. or by The-Cat-o-Nine-Tales Link.



    It's really important to buff this hero as city governor because he is very useseless now, and give him another war branch than the archer, because there is no archer in the Allayi units.



    - Buff the Allayi : Some suggestions here : Link. But to more synthetic :



    - There is not enough ways to use pearls for the Allayi in early and mid games. Reserves are not so usefull, and still cost a lot of industry.



    Suggestions :



    Pearls can be used as general booster by the Allayi (as the Vaulters can do) +20 % science/dust and +20 approval.

    Allayi have an immediate access to all winter graces from the first winter (it will open to them to interesting early building, as fast extractors).

    Allayi have a racial trait which permit them to begin razing a city when they just conquer it. Not "Salt the Earth" but "Restaure Nature". It block the city to produce any output for 5 turns. It prevent any dissppproval expansion from this city. And in 5 turns, the city is razed, with no settler. After the razing, they won four pearls for each razed district (Auriga is "happy" to clear this presence off her face, and give pearls). Or, a pearl boost is automatiquely activated when the city has been cleared. Or a temporary 5 turns (in quick speed) of -100 % expansion dissaproval.



    - Nerf the Stunspell of the Ardent Mages : This spell is very overpowered : price is near nothing and the effect is massive, 3 times per combat for 60 dust per spell. Combined with the very strong zealot units, ardent mages are the strongest faction, with no coast of production or strategic resources. Ideas to nerf this. Top priority problem.

    *Magic natural resistance of 50 % exist for certain creatures (as for example the dwarves and the hydras creature).

    *Buff the others spells, to make them sometimes more attractive then the stun.

    *Any kind of mage spell can only be used once per turn. So for example one stun spell, one attack spell and one heal spell.

    *OR Stun can never touch more than 2 stacks.



    - Buff the Ardent Mages pillars : Pillars are boring to use and too economic oriented. There should more militaristic pillars, only usable in ardent mage territory, which fire upon the ennemy armies, slowdown their speed of movement on the campagn map etc. would be very interseting add in a DLC.



    - Nerf the Roving Clan Market Ban : Roving Clans superpower (market ban) is overpowered and broken because you can break the market ban and be exposed to another instant ban, during the same turn etc. This could be suppressed by this way. Top priority problem.



    *Market ban is only available at the era II (to prevent a very early
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    8 years ago
    Apr 26, 2016, 1:28:40 AM
    I agree with all of these things expect for...



    - Buff the Skyfin's Allyi as combat unit : Skyfin is superb as explorer, pearl collector and ressource gatherer, but very rarely used as combat units. Main reason is he is solitary (as guardian, he cannot be included army) so players rarely use them in armies.





    I think that is the point since it excellence in so many areas it is not suppose to be delve into the tactical usage but rather strategic.



    This was very well thought out and you have my complements.
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    8 years ago
    Apr 26, 2016, 5:47:39 AM
    Wow Jojo ! Amazing list !

    +1 to longer assimilation times

    +1 to more notifications (settlers, heroes, etc.)

    +1 to buffing stockpiles

    +1 to confirm salting the earth

    +1 to selling units only in your own territory

    +100 to comparing items before equipping !!
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    8 years ago
    Apr 26, 2016, 2:31:00 PM
    Jojo_Fr wrote:


    - Auto-collect pearls : Collecting pearls is annoying, is very time consuming, and not very funny. Pearls are a nice system but the time it consumes is too high. It's becoming worst if you are not allayi, because if you want to collect them frequentely you need to spot the land each winter. Totaly annoying, and totaly hard to manage by beginners.



    Suggestion : Create a new function : seach for pearls. Something which say to the unit to reveal land (even known land) and collect pearls.





    I think this would be extremely helpful. Even if restricted to the Allayi, who can see all the pearls. (so can be seen as similar to unexplored ruins)



    Jojo_Fr wrote:


    - Buff the Skyfin's Allyi as combat unit : Skyfin is superb as explorer, pearl collector and ressource gatherer, but very rarely used as combat units. Main reason is he is solitary (as guardian, he cannot be included army) so players rarely use them in armies.



    As the Skyfin is expansive, and only good as support unit, I don't really see the reason of this Solitary trait.



    Suggestion : Suppress this Solitary trait.







    HiveAscension wrote:
    I agree with all of these things expect for...







    I think that is the point since it excellence in so many areas it is not suppose to be delve into the tactical usage but rather strategic.



    This was very well thought out and you have my complements.




    I think this unit should remain solitary. They are worth a lot of pearls. As it is, you can choose whether to use them as support or not, or retreat them if they are attacked. If they are in an army, the other side could target them, and count the battle a win if the Skyfin is taken out, and they loose their army. Also, if you removed solitary, they would need to have hit points reduced. Besides, the AI might not use correctly to gather pearls and extract resources.



    Actually, I think Skyfin should have the trait that allows 1 level of reduced HP loss for retreating. It is a bit too easy to target them with two armies. Also, in Autobattle, I am not sure Skyfin's actually attack in summer, so they can be easy to take out. They do attack/auto-target in Manual, if they are alone.
    0Send private message
    8 years ago
    Jun 20, 2016, 5:57:37 AM
    Thank you for going to the effort of compiling this post, Jojo.



    Shame that so many of your suggestions are not moddable, but for those that are, I might go ahead an integrate them into what I'm working on to test them.
    0Send private message
    8 years ago
    Sep 27, 2016, 5:59:29 PM

    Just want to add my thoughts about pillaging in this great thread.

    Jojo said that no one use a pillage in multiplayer. Thats true. Why?


    Problem №1. Reason to pillage.

    Imagine that you want to pillage your neighbor. First,  you need to learn this tech. Then you need an army for pillage. The cost of one unit will be ~ 150 production. Its a 1 turn for your production city. Lvl 3 unit (if you've got lucky to get T3 already) has 4 fortification damage. The buildings that you want to pillage have 30 fortification, so it will take 8 turns till it will be pillaged by one unit. Okay, you need more units. If you don't have a tech "Meritocratic pormotion", you cant make an army more than of 4 units. To make this army you need 3-4 turns (2 if you are really good). Then you need to move the army close to the building, that will take 2~4 turns. This army has 16 fortification damage (even with Meritocratic pormotion you will have 24), so you need 2 turns to pillage it.

    If you want to pillage your beighbor, you need to wait for 8 turns in average. Your loot will be 90 gold and some resources (6 in average). Your enemy will lose the same amount of resources. Thats all. The cost of lvl 3 unit is ~ 170 gold.  You need atleast 4 for fast pillage. Its a 680 gold. So it takes 8 turns and 680 gold to get ~ 260 gold (the cost of 6 glassteel or titanium is ~ 170 gold). You need to pillage 3 times to worth it. But you will not do it. Thats why:


    Problem №2. The difficulty of pillaging.

    Your neighbor can just close borders. You need to declare a war to go through the borders. Thats already not worth it. And even if you do that  you still can be catched by enemy. If this is your main army and its stronger than the enemy army wtf are you pillaging? Just siege his capital and finish him. If this is not your main army you will lose 680 gold and your time, becouse pillaging armies cannot retreat. Its not worth it.


    Сonclusions.

    Players do not motivated in pillaging. You need fast, mobile and invisibile army (oh wait... I know this one) and good reward for this (I totaly know one faction that can do this!).

    But even for forgottens its a high risk to be catched and questinable decision to pillage. For other factions its just not worth it.


    Suggestions.

    1. Give something that can motivate to pillage. What about an approval?

    - 10 approval in a region for each pillaged building.

    In my opinion its an ideal reward. 100% approval its a +30% on FIDSI. Pillaging 2-3 times in one region you can decrease it to +15% and its already a good strike. Plus it will combine with spies really good.

    2. Make it more safe. I dont want to risk my army for 260 gold. Let the army retreat while pillaging. The enemy still gets an expierence and stops the pillaging.

    With this solutions the pillaging will be still a questinable for other faction, but will be usefull for forgottens atleast. I think its OK.




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    8 years ago
    Sep 28, 2016, 6:40:11 AM

    I agree with you completely, except with the spying : I think they don't need buff on spying.


    In my opinion Forgottens need a buff in the pillage, but too in their economy, and in their military units (because players ONLY use Myst when they have them, because they are much better than assassins or predators).


    But I don't agree with your suggestions about pillage. It's complicated and not so much rewarding.


    I would do something like about Pillage :


    - Pillage give twice more dust and ressources award in the era I (because pillaging in era I is very hard to do and very rare to see so it needs a serious buff).
    - Forgottens have zero military upkeep for their units when they are pillaging an improvement (because they feed on it for their logistic needs, so no need upkeep).

    - And most important than all : pillaging is faster to do : Forgottens has +50 % pillaging speed. This feature it's to help them to pillage with smaller stack, simply because it's boring and not economiquely viable to need 4 or 6 units to pillage, especially in early game. With that, it will be possible.


    Economiquely :


    - Technologies have -10 % dust cost.


    Military :


    - Decrease the cost of Assassins and Predators of -15 %.

    - Increase the cost of Myst of 15 %.

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    8 years ago
    Sep 28, 2016, 7:36:42 PM

    Well, thank you for reply :)

    First, let's decide what are we talking about. My post was about pillaging, not about forgottens. I wanted to show how meanless and difficult to pillage playing for walkers or vaulters, for example. Its easier to pillage playing for forgottens, actually. So I want to suggest how to buff pillage, not forgottens. I think we need a buff that will affect all factions.


    About your thoughts.

    - Pillage give twice more dust and ressources award in the era I (because pillaging in era I is very hard to do and very rare to see so it needs a serious buff).

    Do you really need and do you really can to pillage in era I? In era I you are too busy by searching for ruins and good regions to settle. Remember, you need for about 8-10 turns in common to do a pillage, especially in era I. I think you will get era II faster than you will get close to the enemy :)


    - Forgottens have zero military upkeep for their units when they are pillaging an improvement (because they feed on it for their logistic needs, so no need upkeep).

    First, why only forgottens? Second, I think you want to pillage as fast as possible, so I wouldn't even care about upkeep if I could pillage in 1 turn.


    - And most important than all : pillaging is faster to do : Forgottens has +50 % pillaging speed. This feature it's to help them to pillage with smaller stack, simply because it's boring and not economiquely viable to need 4 or 6 units to pillage, especially in early game. With that, it will be possible.

    Thats is an interesting thing. But. Its all about the mechanics. The mechanics of pillaging is like sieging. Buildings have fortification (30), and units have fortification damage. Lvl 1 unit has 2 damage,  lvl 2 = 3, lvl 3 = 4 and etc. So the only way to increase pillaging speed is to increase fortification damage. That means that forgottens will not only pillage faster, but siege faster too. Isn't it a little bit overpowerred?

    Now I want to show you the power of this buff. Two units with lvl 4 will have 15 fortification damage summary. This two units can pillage in 2 turns. You can make 6-10 armies with two units each. So in 2 turns you can get 1200-2000 gold from pillaging with +100% gold from pillage tech. Its pretty hard to stop 10 armies from pillaging. Also you have 2 heroes with lvl 5 (9 damage). Hero + 2 units = 24 fortification damage. You can equip your hero with "fast pillage" item, that will give you + 2 damage for each. So it will be 30 fortification damage = 1 turn pillage.

    Forgotten heroes also have skill that let them change army every turn. Did you imagine that? This will be at 40 turn of the game.


    About economy.

    - Technologies have -10 % dust cost.

    Well, to be fair, I allready can get era 5 in 50 turns sometimes playing forgottens. Its already faster than playing vaulters in half games, for example. And honestly, forgottens can get sciense victory faster than vaulters. Thats NOT balanced :D

    But this is another story...

    Now I think they are OK with economy.


    About military.

    - Decrease the cost of Assassins and Predators of -15 %.

    - Increase the cost of Myst of 15 %.

    Players use mysts because they are much stronger and mobile than the othrers.

    We need the buff of stats.

    If mysts will cost a 15% more, well, I dont care, I will use mysts :)

    I will post my thought about forgottens military later though.



    Updated 8 years ago.
    0Send private message
    8 years ago
    Sep 28, 2016, 8:02:12 PM
    Light_Spectrum wrote:

    Well, thank you for reply :)

    First, let's decide what are we talking about. My post was about pillaging, not about forgottens. I wanted to show how meanless and difficult to pillage playing for walkers or vaulters, for example. Its easier to pillage playing for forgottens, actually. So I want to suggest how to buff pillage, not forgottens. I think we need a buff that will affect all factions.


    About your thoughts.

    - Pillage give twice more dust and ressources award in the era I (because pillaging in era I is very hard to do and very rare to see so it needs a serious buff).

    Do you really need and do you really can to pillage in era I? In era I you are too busy by searching for ruins and good regions to settle. Remember, you need for about 8-10 turns in common to do a pillage, especially in era I. I think you will get era II faster than you will get close to the enemy :)

    - I agree it's rare to pillage on the era I, but it can happenned if you use your predators army. As it's rare, as it's a racial specialisation of Forgottens, it's good to stimulate this very (and rare) pillage usage. I don't see any problem or abuse in this idea.



    - Forgottens have zero military upkeep for their units when they are pillaging an improvement (because they feed on it for their logistic needs, so no need upkeep).

    First, why only forgottens? Second, I think you want to pillage as fast as possible, so I wouldn't even care about upkeep if I could pillage in 1 turn.

    - Why only Forgottens ? Because... Lol. I don't have any serious reason. You have right, it should concearn any faction.



    - And most important than all : pillaging is faster to do : Forgottens has +50 % pillaging speed. This feature it's to help them to pillage with smaller stack, simply because it's boring and not economiquely viable to need 4 or 6 units to pillage, especially in early game. With that, it will be possible.

    Thats is an interesting thing. But. Its all about the mechanics. The mechanics of pillaging is like sieging. Buildings have fortification (30), and units have fortification damage. Lvl 1 unit has 2 damage,  lvl 2 = 3, lvl 3 = 4 and etc. So the only way to increase pillaging speed is to increase fortification damage. That means that forgottens will not only pillage faster, but siege faster too. Isn't it a little bit overpowerred?

    Now I want to show you the power of this buff. Two units with lvl 4 will have 15 fortification damage summary. This two units can pillage in 2 turns. You can make 6-10 armies with two units each. So in 2 turns you can get 1200-2000 gold from pillaging and its pretty hard to stop 10 armies from pillaging. Also you have 2 heroes with lvl 5. Hero + 2 units = 24 fortification damage. You can equip your hero with "fast pillage" item, that will give you + 2 damage for each. So it will be 30 fortification damage.

    Forgotten heroes also have skill that let them change army every turn. Did you imagine that? This will be at 40 turn of the game.

    - You have right. Increasing pillaging speed would cause a problem in city sieging, and possible overpowering (possible, because I think it's easy to chase small group of pillagers with one army on the city...). Pillage should be more rewarding. So I would prefer a general +50 % dust rewarding at the place of this idea (for any race).



    About economy.

    - Technologies have -10 % dust cost.

    Well, to be fair, I allready can get era 5 in 50 turns sometimes playing forgottens. Its already faster than playing vaulters in half games, for example. And honestly, forgottens can get sciense victory faster than vaulters. Thats NOT balanced :D

    But this is another story...

    Now I think they are OK with economy.

    - I would like to see that.  :)




    About military.

    - Decrease the cost of Assassins and Predators of -15 %.

    - Increase the cost of Myst of 15 %.

    Players use mysts because they are much stronger and mobile than the othrers.

    We need the buff of stats.

    If mysts will cost a 15% more, well, I dont care, I will use mysts :)

    I will post my thought about forgottens military later though.




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