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And I remember once played a mod also made Shang but with more dead and blood magic, has a commander like corpse king in a sedan. Cant find it
steamapps/workshop/content/2511500/3282531883//./guanghan/
crabgeneral1.tga
tree.tga
lopan1.tga
As for Shang, Crawlers, I've adjusted Jiangshi to 25 invuln. As for additional blood sinks I will think about it. There is almost certainly more fodder in the novel for something down the line in a later iteration.
I don't know if this is a bug, but should the immobile pretenders (Fountain of Wine, Stone of Spiritual Understanding, and Cinnamon Tree) and the animal pretenders (Great Serpent, Calamity Bee, Solar Rooster, and Jade Seal) have inept smith in order to bring them in line with vanilla pretenders?
Looking forward to further additions!
I heavily suspect you overdid the nerf on shang just because they have death and blood. I can totally understand the motivation and where you are coming from, because blood is quite powerful, but pendulum swings are not good, instead a middle ground is better.
I advise adding some kind of suitable national blood sink for the nation, just having generics feels disappointing for a nation that has such corrupt themes. Jiangshi aren't it and the unique summons are nice but can't have a late game blood econ of 200+ slaves/turn put into them.
Good to hear there is an update.
Jiangshi movement is a gimmick that has borderline no impact, especially considering how jiangshi have 15 invul instead of 25 which reduces how helpful they are for thugging. That they are transformations instead of summons is not as helpful as one may think since at least summons provide an extra mage (and potentially new paths). There are many powers some beings in dom6 have that are basically flavoring because the chassis is not well suited to use them, this feels like one of those except you are including it in your balance calculations.
The jiangshi are in-addition to vampire lords ultimately. They come at an earlier research point and also are more of a transformation than a summon. Their blink-movement (jumping) in combat is superior to flight, though, if not on the strategic map.
There is a lack of any late game blood sink for them beside generic stuff (they seem better suited than most nations to spam vampire units but whether that is a good strategy is a different matter). The jiangshi is just a worse vampire lord that doesn't freespawn chaff or fly. It is sad to see effort put into stuff that is actually not great to use.
Their thematics clash strongly with their mechanics. As a blood nation, they desire growth and order, but their theme seems death and turmoil. As a nation heavily dependent upon scales, they also want growth (the smallish discounts their mages get are nowhere near making up for this, nor would adding a bit more solve the matter due to the aforementioned blood thing). I feel like playing the nation in a way that fits its theme should be a viable option from a competitive perspective.
I'll see myself out.