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I don't have a tier list like that for the races, I hope to keep them close in power without any significant overpowered or underpowered cases.
BUT I do have a list of changes coming out soon, which are currently:
---------------------------------------
Protheans: Beacon science decreased from 20% to 4%.
Krogan: Books of the Shaman science increased from +1 to +3. Krogan trait increased from +15% defenses to +15% attack and +30% defenses.
---------------------------------------
So like you I agree about the Protheans being consistently strong, which is why their Beacon is getting stripped in power quite significantly. It does cost two Iron, but it's still too "free" with the stats it gives. This will nerf it massively. There's other probable nerfs to the Prothean's too.
Again I agree the Krogan aren't powerful enough. They were horrendously overpowered on release and were nerfed multiple times because of that. But I may have hit them a tad too hard with the last nerf and now that all the races have been out for some time, it's clear they're weaker. The Krogan are supposed to have a great, game changing early game by being a massive threat to whoever they spawn beside, but then a terrible mid game and incredibly powerful late game. Currently though they don't really have much of a big impact early as they're supposed to, and their mid game is too weak to protect themselves at all. Increasing the Shaman science will help a bit but will generally do very little, which is fine, it's the increases to their trait that should help them. Basically it will make them a threat early, like they're supposed to be, and will somewhat help them out mid. It won't make them impossible to kill mid-game, but should make it so they're at least slightly challenging to take down rather than a piece of cake. Late game they will still be a powerhouse, but letting the Krogan get to the late game should at least call for a combined effort to take them down, I mean it takes them forever to reach there in the first place.
The rest of your tier list is interesting. You talk about some races being "situationally god tier" for example, such as the Rachni. But to get to that stage you say they need desert floodplains with many hills on the coast with gold/silver too. That's an extremely rare and incredibly good start, and I disagree that something can be god tier if it needs everything to go perfectly for it to reach that stage. God tier if incredibly lucky and everything goes perfectly, if not then just average? That's fine I say.
Some of your other analysis is quite different from what I've experienced. The Elcor, Cerberus and Salarians for example all tend to be quite powerful in my games. Not brokenly so, but I have played one or two games where Cerberus managed to make themselves the world superpower with ease. The Elcor tend to not make any enemies and can have amazing culture and gold because of it, and the Salarians tend to stay quite high on the technology race. You also say the Salarian's have a weak early, but with +1 science from unimproved jungle tiles they have one of the strongest starts in the game.
Saying this you did highlight some edge cases, the Terminus for example, and I'm creating a balance change thread that will go into more detail on the patch I'm going to put out. This was a really interesting read, thanks for making this, and I'd be interested to hear other people's tier lists.
If you ask me the beacon isn't the problem far from it, they start off immediately getting more policies than everyone else it's their early game that's really strong, a strong early usually means a strong late, i don't see how the krogans have "an extremely strong lategame" after their science is crippled the whole game.
Rather than getting out the nerf bat why not just buff the rest of the races.
Simple tweaks like give tali zora a flat 5 science bonus from the beginning, give the drell one extra food on desert tiles, you could remove the culture and science bonus nerfs to the vorcha cause they end up worse than a generic civ. The geth give them a weak science bonus upon settling cities and then double it when connected etc.
I will say that i might be wrong about the volus however they can win diplomatically really easily unless hard focused, on an islands map they basically have a free win.
The collectors really need a buff of some sort that will help them actually take cities like all units get bonuses against cities or take half damage from cities something like that because if the collectors are against the protheans or terminus they can't take cities they have less production and money which is what makes them weak.
Anyway there have been a few nerfs and buffs that I'm just about to put out, mainly targetting the Protheans and Krogan, but the vast majority aren't getting touched. Also the Krogan have a really strong late because once they get the Public School in the Industrial Era their science spirals out of control, along with their free combat bonuses on almost all of their units.
Some of the things that have to be taken into consideration for balance, which you mainly haven't in your analysis, is what section of the game the races should be powerful in, how closely it relates to the lore of that race, and how well it is a showing the design of that race. For example, the Protheans are designed to support a large empire. Assuming you keep on making their empire larger they should be quite strong. Now a large empire will happen more in the later game, so I have adjusted them to weaken their early game. They'll still be strong the more they grow, and they even have a trait that helps them fight any larger civ that will try to take them out, so this early game nerf doesn't change what they're supposed to be, a civ that's good with large empires, it'll just delay it as the Protheans have a ton of "free" stats anyway.
Like a lot of other civs, Cerberus aren't meant to have an early game. They get more powerful mid which extends somewhat into the late, and I can't pretend that having 3 fully ranked spies as soon as spies appear is weak. Their trait is powerful and flexible, and their uniques are strong. They deliberately don't excel outside of espionage though, given how powerful espionage is. They can control city states, keep up with technologies, or have diplomatic power with their spies for example.
The Rachni have a powerful early game, that's what they're designed to have as it matches their lore, and they're designed to "survive". But once warfare turns to guns the Rachni pretty much don't have a trait. +1 food and production on desert and snow tiles is alright, but that only affects cities on those tiles. It also pales in comparison to most of the other races, especially the ones with strong mid and late games who will be getting more powerful around that era. Their uniques are mid-game and help them survive but they're not that powerful and are only defensive. Powerful early game sure, that's deliberate, but they fall off pretty hard compared to others when they reach mid.
The Quarians don't need any early game buffs as that goes completely against their design, which is a late game powerhouse, and doesn't relate to their lore in any way as the Quarians were never shown as being more intelligent than any of the other races. It would also make them broken as they'd be one of the most powerful early and late.
The Drell having +3 food from desert tiles would make them crazily overpowered, they could just build the Petra or something and waltz over everyone else. Their balance took a long time to get right.
The Vorcha are getting their science and culture weaknesses scaled back a bit, but it's not getting removed as that doesn't represent the Vorcha who are basically vermin, and would just make them incredibly powerful as they'd have constantly healing units with no negatives whatsoever.
The Geth only get smarter when they're connected, that's their entire lore, and that translates into balance for them as it gives other races a way to beat the Geth if they break that connection in some way. Having the Geth just have a flat science boost for free, that can't be curbed by their opponents in any way, would just make them overpowered.
The Collectors already have the Processing Vats which grant more exp and therefore more powerful units quite early into the game. They're also theoretically the most powerful civilisation thanks to the nutso bonuses they get from capturing cities, and they even have the Captain which helps them fight wars by weakening other troops and they have the Cruiser late game which is designed to help take cities. They don't need any free stats such as a flat bonus against cities when their civilisation gets such powerful bonuses for taking cities anyway. Instead you're supposed to take advantage of their already powerful strengths to help them take the cities.
So yeah it was interesting to hear your input, there's just a lot more into consideration when it comes to balance.
No TL;DR, it should be organized enough to find specifics.
Firstly, I will be ranking the civilizations in accordance with the guidelines established in FilthyRobot's tier list. The ranking will be based on experience from around 8 games on Immortal/Deity difficulty on a Pangea mapscript (NQmap v7.1, strategic balance incl. coal/aluminium) on quick/standard gamepace.
Secondly, I will provide analysis to justify my rankings, as seen from a player perspective. Anecdotal evidence from my own games may be included here. NOTE: Where civilizations have hidden modifiers (ex: Reaper gold/science), these are obviously not taken into account unless I have played that civilization.
Thirdly, I will propose balance changes to some of the civilizations, taking into account Mass Effect lore to the best of my ability. Ideally, every civilization should have an ideal shot at victory while retaining a unique flavour. I do not take into account cheesing/exploiting the AI's stupidity.
(note: order within a tier is semi-random)
God Tier: Bonuses are consistent and game changingly strong.
Reaper Armada, Prothean Empire
Strong: Bonuses are consistent and strong or situational and game changingly strong.
Asari Republics, Collector Swarm, Rachni Hive, Geth Consensus, Batarian Hegemony, Terminus Systems
Decent: Bonuses are consistent and mediocre or situational and strong.
Hanar Illuminated Primacy, Drell Compact, Salarian Union, Cerberus
Weak: Bonuses are consistent but weak or situational and mediocre.
Systems Alliance, Vol Protectorate, Turian Hierarchy
Awful: Bonuses are consistently inconsequential or situational and weak.
Quarian Migrant Fleet
Joke: Bonuses are detrimental to the civilization.
Elcor Courts of Dekuuna
Unranked: Vorcha Pack, Krogan Clans <<< too unique to judge without proper testing
Reaper Armada [MEGAGOD TIER+++] Bonuses are consistent and game changingly strong
God mode, enough said. I will rather focus on what can be done to make them interesting to play; atm. they are a free win, no matter if all the AI are on team.
Prothean Empire [GOD TIER] Bonuses are consistent and game changingly strong
+2 gold from temples, synergises well with wide play as Liberty usually suffers from gold.
Asari Republics [STRONG] Bonuses are consistent and strong
Collector Swarm [STRONG] Bonuses are situational and game changingly strong
Rachni Hive [STRONG+] Bonuses are situational and game changingly strong AND consistent and strong
Geth Consensus [STRONG] Bonuses are consistent and strong
Batarian Hegemony [STRONG+] Bonuses are consistent and strong
Terminus Systems [STRONG] Bonuses are consistent and strong
Mining Facility - armory replacement with no upkeep and +gold/production to gems, silver, gold, uranium, eezo. A good building, though researching Steel slows down your tech path unless at war.
Hanar Illuminated Primacy [DECENT] Bonuses are situational and strong
Drell Compact [DECENT] Bonuses are situational and strong
Salarian Union [DECENT]: Bonuses are consistent and mediocre or situational and strong
Cerberus [DECENT] Bonuses are consistent and mediocre
Systems Alliance [WEAK] Bonuses are consistent but weak
Turian Hierarchy [WEAK] Bonuses are consistent but weak
Vol Protectorate [WEAK] Bonuses are consistent but weak
Quarian Migrant Fleet [AWFUL] Bonuses are consistently inconsequential
Elcor Courts of Dekuuna [JOKE] Bonuses are detrimental to the civilization
Reaper Armada
- Remove the ridiculous science and gold multipliers. Yes, lore-wise they have the most advanced technology, but it detracts the challenge and fun from playing them.
- Make it so Harbinger cannot enter rival territory, even when at war, until you reach the Information Age. This will allow him to roam the map, create husks from barbarians, tribute city states etc. Harbinger works from the Shadows, until the time has come for the to Reapers reveal themselves.
- Husks cannot be created, only indoctrinated from captured enemies. Right now a husk rush is virtually unstoppable and comes at no cost to the player. This also fits the lore better.
After these changes the Reapers would still be top tier, but they wouldn't win by default in any setup.Prothean Empire
Collector Swarm
Asari Republics
Overall a great civ which is very enjoyable to play. A bit on the strong side, but I would rather have the others buffed to their standard than nerf the Asari. The commando however sits in an odd spot, never really getting to shine. For one of the premier fighters in the ME universe, this is dissatisfying. I will therefore just throw out some suggestions.
Rachni Hive
Geth Consensus
Batarian Hegemony
Terminus Systems
Salarian Union
Cerberus
Quarian Migrant Fleet
Elcor Courts of Dekuuna
The movement penalty gimps them so hard it's not even funny. The first 50 turns are spent grinding teeth while you lose every ruin and city spot. With that said, I think they may be buffed in other areas to compensate for this.
Just to add though, you missed out EDI, who replaced the National Intelligence Agency when talking about Cerberus: "Grants an extra spy. Reduces spy stealing rate 15% and increases city defenses in all cities by 10%. Increases gold by +10% and science by 5% in all cities".
I also just wrote up a paragraph about how you might have an older version but it turns out.. you don't. I have a more updated version of the pack which, I assume due to moving computers and work and studying, I just completely and utterly forgot to upload after I made it. The version I'm using has these changes to the Quarians, Cerberus and the Batarians:
Quarians:
V.6 - Keelah Se'lai Research Agreement bonus increased from +50% to +60%. Glass Cannon promotion penalty decreased from -25% to -20%. Heavy Fleet combat increased from 100 to 120. Heavy Fleet movement increased from +2 to +3. Heavy Fleet ranged vision is now no longer reduced by terrain, it's a flat 2 range vision. Heavy Fleet cost increased from 1575 to 1875.
Special Projects now also grants +4 gold and +2 happiness.
Cerberus:
v.6 - EDI GlobalCityDefenseMod decreased from +25% to +10%
Batarians:
V.6 - Pillars of Strength Gold decreased from -15% to -20%. Batarian State Arms Production decreased from +25% to +20%.
So uh, sorry about that. I have no idea how I forgot to upload that one.
Also I really can't stay to reply today, I will go into much greater detail as soon as I can (hopefully tomorrow or Friday) but here's the changes I have currently for V.7 (or I guess V.6 for everyone else):
Prothean Artifact now requires 1 Iron
Prothean Beacon Science reduced to +4% from +20%
Turian C-Sec now faster to build
Krogan Books of the Shaman Science increased to +3 from +1
Krogan For Tuchanka now has a 15% attack bonus. Defensive bonus increased from +15% to +30%
Terminus Mining Facility now replaced the Castle rather than the Armory
Omega now has defensive bonuses equal to a Castle
Omega now has it's bonuses shown in the city screen for clarity
Vorcha Bloodlust Culture and Science penalty reduced from -25% to -20%
Quarian Heavy Fleet cost reduced from 1875 to 1075
Quarian Heavy Fleet now faster to build
Remember the Krogan trait will reduce that +3 science to +1, also there's some aesthetic changes to the Turians and Vorcha's civ colours to make them a bit better to look at but I removed that information because it's not about balance.
Finally, these aren't the final changes, just where everything is at currently. Chances are everything will be released like that or extremely close to that, but more changes might, and probably will, be included before I release the next update. I can't explain my reasoning behind these changes right now I don't have time but hopefully some should be clear.
I mean i downloaded the mod "hotseat" which allows you to play mods against yourself, which is useful for balancing purposes.
@ gg is awesome, I like your idea about not allowing harbinger to enter enemy territories until information era, i disagree strongly about the collectors, the great general is alright but they also tend to start on tundra, they get worse starts than the rachni, play them a few times and you'll know what i mean always snow or tundra i guess to simulate their "out of the way" nature.
The problem with the collectors is that huge "if" if they take a city and start snowballing great, my argument is that other civs are better at fighting wars and defending their cities, the general is alright but it's not difficult to remove the general it doesn't make up for the batarians production bonuses, or the protheans immediate 4 culture 2 production, the only way to get an early general is to go to war, some civs with their extreme early game buffs make early war a bad thing for the collectors coupled with their poor starting bias. If they go down honour, to get the general they just gimp themselves with a weak policy choice.
I also agree with you when you speak of the asari and "buff the other civs" to their level rather than nerfing them but think you can extend that argument to the other races too, the mass effect races to me are far more unique than the original civs because they are broken in some regards, the protheans have a tonne of bonuses but no downsides which makes them better than any of the standard civ races, other civs have penalties like the vorcha get penalties that make them worse than original civs.
You see the difference there? protheans buffed in every way, the vorcha nerfed in 2 ways for one little bonus.
My point is all the races should be overpowered compared to the original civs rather than having these unnecessary compensations.