ENDLESS™ Legend

ENDLESS™ Legend

Complete Skill Tree Overhaul
Matchet 30 Oct, 2020 @ 9:21am
Balance Discussion
Was about to write a comment, but though, being a frequent topic, might be much better to create a thread in which I can explain my opinion in a better way, at the same time it creates a discussion point for others to add, debate or express their own opinions about balance changes.

Despite believing you, the author had probably listed the sum of bonuses that each skill tree yields, ima put here a rough summary of the most relevant sums of each tree before discussing about it

Lets start:

Classes
The five possible unit type your hero incarnates is used in addition with his other two trees. Specially the faction tree is the relevant one for army spec heroes, since these ones can yield additional bonuses. But thats gonna be discussed later on.

(I)nfantry
  • Flat bonuses on Def & HP on units
  • 20% Def (hero)
  • Retaliation (hero)
Its by very very far the weakest tree of all. Yields zero % bonuses to army and no extra utility. It needs some kind of focus, and several buffs in that direction. My initial suggestion is about the flavour of treating an infantry hero as a popular leader (in oposition of cavalry hero who represents an aristrocracy leader). With that in mind, and the roughness a foot leader faces with his teammates, would bet for % def &/or HP bonuses and the capacities of Regeneration and/or Group Cohesion given to his army.


(F)lying
  • 15% Spd & Def Bonuses
  • 30 Flat dmg bonus
  • 15% Atk (air units only)
  • +2 Move (air units only)
  • 15% HP & Dmg (hero)
Its a natural explorer due to his unit type ignoring terrain and 2 extra movement. Despite that, is kinda mediocre in comparison with other hero types (except Infantry). Still valuable in an expensive, flying-only army of haunts or daemons. Perhaps the only suggestion would like to make is to add something extra to his capacity Dust Ablation, since Life Drain is just 8 flat lifesteal in endgame battles with several hundred of hitpoints in play


(S)upport
  • 15% Def
  • 10% Dmg
  • 15% HP
  • 15% Spd
Jack of all trades hero and one of my favourites because Drakkens can heal if necessary. Because of that lifesaving option, its rarely to find myself using my support hero but on a bullied ally unit, and thats why I dislike the end of tree capacity. While the class is fine as it actually is, perhaps Bark Skin 1 or 2 when focusing teammates to be added in the Disintegrate capacity.


(C)avalry
  • 30% Atk
  • +2 Mov
  • 15% Spd
  • 15% Def
  • +2 Morale (+30% Atk/Def)
By far my favourite unit class, and even better in this mod. Only lacks in %dmg, which is fine because it has insane % amounts of great bonuses (60% atk & def? sign me in!), and because it has two extra base movement points and also provides 2 extra movement points to his army (liberating iron talisman from accessory slot on your army). No suggested changes


(A)rcher
  • +2 Mov
  • +55 Flat dmg
  • +10% Spd/Atk (hero)
  • +20% dmg
Sweet endgame dmg and atk range bonuses, and early movement and vision bonuses. Roving clans' hero for 2 extra base movement and thats it, another well polished class type that needs no great changes. Quick Draw has low numbers for my taste despite being an endgame trait, I must say.
Last edited by Matchet; 30 Oct, 2020 @ 4:25pm
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Showing 1-10 of 10 comments
Matchet 30 Oct, 2020 @ 9:25am 
Faction Traits
For a proper analysis, I'd assume that everyone is allways on pursuit of a specialized hero instead of a mix of army and governor skills. Taking that in mind, my summary list will be split in two categories per faction (city and army) and their proper analysis taking the unit type's tree.



Sisters of Mercy (I)
CITY GOV
  • 0 expansion disapproval
  • +20 security
  • +15 Approval
  • -25% industry cost (unit)
  • 10% Industry and Influence
Versatile governor who can be placed in an unit producing city that levels up the hero, then swaps the city's purpose to build many districts as possible. Lacks in strong FIDSI % bonuses.

ARMY (I)
  • 15% HP reg
  • +30% dmg (hero)
  • 0 dust army maint. cost
Would have been somewhat valuable (because HP regen) if Infantry class hasnt such a bad skill tree




Kapaku (C)
CITY GOV
  • +40% Science
  • Flat Science, Dust & Industry (volcanic)
  • +6 Approval per district (volcanic)
  • 30% Science, Dust & Industry (eclipse)
  • +2 strategic resources gathering
Assuming you are using it on volcanic city, otherwise is a mediocre science-spec gov. But in expected scenarios he is greatly enhancing your city in everything but food (for its only advisable to be used as Broken Lords or Kapaku empire).
An important note: if a volcanic region happens to have two different strategic resource nodes, then Kapaku becomes a broken governor cappable of flooding you in minerals with a single city investment. Although this is very unlikely to naturally happen and/or may require extra vulcanoform investment

ARMY (C)
  • Able to retrofit anywhere (-25% dust cost)
  • 10% Atk
  • 25% dmg on forest tile enemies
A great base movement in a great unit class who offers global retrofit and a has a very conditional but good Wild Walkers' slayer dmg (sort of) capacity. Can equip hammers and RNG permastunning an enemy. Excelent army commander




Haunts (F)
CITY GOV
  • Flat Science (districts, pop)
  • Flat Science (river, sea, ruins)
  • +60% Science (winter)
  • 0 Dust Maintenance
Holly molly, this one is a late bloomer who can be placed in any city for a modest science increase no matter the biome, and eventually transforms any watery cities into science behemots. And the best of all is his maintenance cost dropping to zero, making him a free hero if you can spare the initial dust cost to purchase him. A godsend hero for when you al falling down on science, no matter the empire you using.

ARMY (F)
  • 15% Spd (Hero)
  • Add infect
  • Improves Chain lightning (from 20% to 40%)
The hero's chain lightning is absolutely powerful, but rarely to be triggered in even fights due to Haunt's low base Spd... until you sum your Spd bonuses for a 30% increase that should be paired with Spd accessories and etc. He can potentially yield far less army bonuses, but if he manages to act first, a sure hit with 40% split is like yielding a Mjolnir. In the other hand, in even fights enemy units should be able to act before him, drecreasing his usefulness to below acceptable. In summary, he is in a all-or-nothing late blooming scenario I do like.




Vaulters/Mezari (A)
CITY GOV
  • Flat Science (rocks?, districts, pop)
  • x3 Science from trade routes
  • 30 Security
  • Flat Industry (rocks?, districts)
First of all, dont really understand which terrain is called "rocky" and which not.
He is like Haunt's science-spec gov and can surpass him by trade routes. Basically, bring him to "rocky" terrain cities. I do still preffer Haunts, but this one has his place

ARMY (A)
He hasnt really strong class bonuses. A standard Archer Hero that has to compete and lose against Allayi, Wild Walkers (Forest Rage) and Roving Clans (Base Mov). Only to be taken if your empire plays around his Technolover capacity.




Forgottens (I)
CITY GOV
  • +15% Dust (+Extra Flat on forest)
Why you should do it? They are not governors, but spies. Go infiltrate some cities.
Honestly, would be in rage if they were given a viable governor tree.

ARMY (I)
  • 10% Atk/Def/Spd (hero)
  • 30% Atk
  • Army Stealth
This is a serious upgrade for a bad unit hero type (by stealth army capacity alone).
Can start being your safe world ruins' vagabond and return as a decent, not-so-crystal-cannon, army cloaker, undying extra melee unit.
At least having one Forgotten hero, either raised by exploring or infiltrating, is crucial for when Quests starts demaning to go areas you wouldnt reach unless declaring war (because AI loves to close their borders as much as sending colonists everywhere). This (army stealth) is why while he is in a similar problem as Sisters of Mercy, has still enough utility to be considered.
Would become a decent main choice for armies, even non-forgotten composed, if Infantry class gets improved. Otherwise, one for army in your empre is enough, more are not.




Drakkens (S)
CITY GOV
  • Powerful flat increasing FIDSI depending on terrain
  • Flat Food & Influence (river,sea + summer)
  • Flat Influence (districts)
  • +45% Influence
  • +30 Approval
A much easier blooming contender for cultist's jack of all trades governor. Place it in a city with two or more water/river tiles per district for maximum efficiency. Only unsuitable for cold areas.

ARMY (S)
  • Can fly and +1 sight range
  • Friendly Banner Capacity
  • 10% HP/Def/Spd
  • 7% Atk/Dmg (Hero)
By far the best jack of all trades hero of the game. Super neat % increases to pair with his support class of endless army upgrades. The combined capacities of Friendly Banner and Flying movement results in one of the best alone explorer hero of the game. Even superior to Forgottens' due to the capability of becoming a great army commander.




Wild Walkers (A)
CITY GOV
  • Flat Industry (forest)
  • 0 Dust City upkeep
  • 25% industry cost (buildings)
  • +45% Industry
Decent industry related governor specially suited for when you need to rapidly build a new city on a forest biome. Still powerful choice for governing your most industrial settlement, no matter the environment, in order to produce army or stockpiles en masse.


ARMY (A)
No strong faction bonuses aside from Forest Rage. Archer hero is good by default, but Allayi and Roving Clans are best Archer heroes than him.




Cultists (I)
CITY GOV
  • Flat FIDSI (pop)
  • +45% Science
  • +45% Dust
  • +50% Infuence
They are a serious contenders in Broken Lords empires. Arid Rocks terrain provides both base Science and Dust for the cultist hero to shine with his absurd % increases.
While also influence bonus is powerful, this mod makes him lack in industry and approval bonuses, slowing the construction of a big megalopolies and having to rely on approval techs. Superb gov hero as allways. Just not as good as he was for cultist/mykara single megalopolies.


ARMY (I)
  • 30% Atk & Def
  • Free Counter (Hero)
  • AoE spike dmg (Hero)
Best Infantry hero in the game due to having great Atk and Def % bonuses his unit class tree is missing. You can think he still yields the problems of an underwhelming infantry tree... but hell, Free counter and AoE spikes totally removes him from meme tier.




Broken Lords (I)
CITY GOV
  • Flat Dust Bonus (terrain, river, pop)
  • +55% Dust
  • +2 strategic resources gathering
Broken as allways due to Empire's specialization in a single resource. Also broken for flooding your empire in strategic resources with a single city investment (as long as the region has two different resource nodes).


ARMY (I)
  • 30% Def
  • Life Leech (Hero)
Infantry class is underwhelming in my opinion, and the broken lords' tree does not fix it enough. The unability for natural regen is also a problem on early stages of the game.




Morgawr (S)
CITY GOV
  • -35 Industry cost (naval)
  • Flat Dust, Food, Influence (river, water + summer)
  • 35 Approval (sea tile required)
  • 35% Influence (sea tile required)
As any hard spec governors, he is only good at a maritime city. but not as great as expected because he only really provides a strong influence bonus. Acceptable to place a single Morgawr hero gov on your empire's ship-producing maritime city, underwhelming otherwise.


ARMY (S)
  • Stealth Detector capability
  • Inner fire capability (hero)
  • +2 Range of fire
  • 60% Def/Spd (Transport ship)
Decent bonuses for an old ground meme tier hero. Starts as a feasible sea ruins explorer and still relies on iron talisman and/or empire plans to be somewhat playable on ground. By the way, ending up with a 5 tiles' range and 50% atk increasing buff may be interesing enough in defensive scenarios that does not require much ground movement at all




Mykara (I)
CITY GOV
  • Flat Food. No food upkeep
  • Flat Influence
  • +30% Food
  • +10% Dust/Industry
  • +20% Food/Dust/Industry (winter)
  • +20% Food/Dust/Industry (eclipse)
  • 30 Security
One of the toppest city governors, even despite most of their % bonuses being winter and eclipse conditional. Can be placed in any city biome with any empire (except broken lords) as long as the terrain and/or anomalies provides your city with at least 5+ food per 3 tiles


ARMY (I)
  • Free Counter (hero)
  • Ignore Terrain Penalty
  • 10% Dmg (hero)
  • 20% Atk
  • 10% Def
Best perks for a bad unit type class. Easily top tier, if not the best soldier hero of the game thanks to Terrain Penalty somewhat fixing his 4 base movement. Atk/Def % army bonuses are godsend improvements.




Ardent Mages (S)
CITY GOV
  • Flat Science (anomaly, district, pop)
  • 45% Science
  • 0 Expansion Disapproval
Best Science-spec governor because his big % bonus isnt conditional. Expansion Disapproval is not really used because science cities are usually small ones due to the absence of food and industry.


ARMY (S)
  • 0 Army maintenance
  • 30% atk
  • 15% atk (hero)
  • Splash dmg (hero)
Behind Drakkens' hero but close enough to be considered a good hero thanks to the extra 30% army atk increase. Splash dmg somewhat fixes the low overall dmg a support class does in comparison with others. Just take in mind she cannot heal ur units as the Drakkens.




Allayi (A)
CITY GOV
  • -40% Pearl Cost
  • Big flat FIDSI, Influence (Districts, Winter)
They are good to temporary governing cities in winter due to the insane flat increases they provide. Make him seat, build some discounted pearl districts and return him to the field at summer. Because of this mixed role, its not as good as other over-spec governors.
As a sidenote, when playing as vanilla Allayi, the lose of the approval boost hurts your cities in early to mid game scenarios in which you are unable to gather enough luxuries, decreasing your overall production due to low empire approval value

ARMY (A)
  • 15% nearby AoE HP Reg per turn (hero, summer)
  • 15% spread dmg (hero, winter)
  • 20% Def/Atk among other extras (hero, shifter nature)
And thats just innate capabilities. Lets continue...
  • FREE HP cost retreat command
  • Killer Instict (X% atk, Hero)
  • +50% pearls (to be added to 10% base)
  • -70% Bribe dust cost
  • Ignore Terrain Penalty
Instead of extra stat bonuses, Allayi's actually good archer hero class provides you with tons of QoL utilities. Most notable is the free retreating. This is by itself and by obvious reasons, the strongest field capacity your army can have. Ignoring terrain penalty and extra move on winter (on top of him being archer class) makes him better than Mykara, and probably the best hero of the game.





Necrophages (I)
CITY GOV
  • 45% Food
  • -25% Industry (units)
Already have a great %Food bonus, but nothing else relevant for a food-spec gov. The unit cost discount is part of the military tree on Necrophage's skill stree, so its somewhat advised to make him temporary seat in your industrial city when focusing in building new units.


ARMY (I)
  • 10% dmg (hero)
  • +2 Mov
  • 15% HP regen
  • Health Syphon (nearby AoE lifesteal)
These are pretty, pretty good extras that fixes some of the problems that infantry class hero yields. Still no army % bonuses but health regen and most important, Health Syphon on an infantry hero unit is very powerful. He is in a usable status. Decent at the very least.




Roving Clans (A)
CITY GOV
  • 20% Dust
  • Flat Dust (anomaly)
  • Flat Dust/Food bonuses (arid, plains)
  • x4 Dust (trade route)
  • x2 Science (trade route)
  • 0 Expansion disapproval
  • -25% industry cost (units)
Pretty great dust gov in plains and/or arid cities. I will never understand the calculations behind trade route's values but, probably thanks to this governor, even the smallest and unworthy regions might become totally worthwile.
As a sidenote, for the Broken Lords can now colonize grassy areas if in need, thanks to his dust bonuses


ARMY (A)
Yields no strong faction bonuses than being an archer with 6 base movement points (which liberates a slot from iron talisman). Archer is still in a great state, so it might be worthwile even for the extra movement alone.





Last edited by Matchet; 31 Oct, 2020 @ 3:19pm
MelodyFunction  [developer] 30 Oct, 2020 @ 3:55pm 
The Haunt hero hasnt been looked too much at by me - mainly because I only got to see the damn guy once in all my games. Goes for Flying, too, as you can imagine.

I am pretty content with sisters gov. She is very specialized and grants a versatile, but unique boni. Her lack of fidsi is an intended downside.

Infantry:
I see what you mean. I also like the idea of group cohesion - although, retaliation is pretty powerful, too. From my experience, Infantry heroes are more like... one-man armies. They have big stats and big damage output, your juggernauts. However, working in some %boni seems like a good idea. I'll give them a harder look.

Support:
I can concur with your point about support heroes. Although, I'd worry overloading their skill tree even more like that, so I am hesitant.
Additionally, support heroes are so weird in their role. Drakken have the only actual "support", imo. Morgawr hero is not exactly a combat hero(at least not on land) and has a situational ability that will rarely be spammed. And Ardent Mages have actually great damage output - they are glass cannons.

Ranged:
I'll take a look at quick draw. May even remove it to be honest, unsure about that.
Matchet 31 Oct, 2020 @ 3:49pm 
♥♥♥♥, didnt saw that coming. Sorry for the overextended analysis on #1. Will keep it as is and employ this comment to focus on a quick ranking AND on actually balance changing suggestions (hell, its about time).

Army Ranking
Tier S
Tier A
Tier B
Tier C
To be looked at for changes
Good state
Minor Concern
To be looked at for changes
  • Allayi
  • (C)AVALRY Hero class
  • Drakkens (S)
  • Mykara (I)
  • Cultists (I)
  • Kapaku (C)
  • (S)UPPORT Hero Class
  • (A)RCHER Hero Class
  • Necrophages (I)
  • Morgawr (S)
  • Haunts (F)
  • Roving Clans (A)
  • Forgottens (I)
  • Ardent Mages (S)
  • (F)LYING Hero class
  • Broken Lords (I)
  • Wild Walkers (A)
  • Vaulters/Mezari (A)
  • Sisters of Mercy (I)
  • (I)NFANTRY Hero class



City Ranking
Tier S
Tier A
Tier B
Tier C
To be looked at for changes
Good state
Minor Concern
To be looked at for changes
  • Broken Lords
  • Haunts
  • Kapaku
  • Roving Clans
  • Ardent Mages
  • Mykara
  • Cultists
  • Wild Walkers
  • Drakkens
  • Vaulters/Mezari
  • Necrophages
  • Allayi
  • Morgawr
  • Forgottens
  • Sisters of Mercy



BALANCE CHANGES PER UNIT
Using all the explained summaries in this and my last messages, would procceed to make my suggestions.

Unit Type
Faction
Governor's tier
Army commander's tier
Infantry
Sisters of mercy
C
C
Infantry
Forgottens
B
B
Infantry
Cultists
A
A
Infantry
Broken Lords
S
C
Infantry
Mykara
A
A
Infantry
Necrophages
B
B
Flying
Haunts
S
B
Cavalry
Kapaku
S
A
Support
Drakkens
A
A
Support
Morgawr
B
B
Support
Ardent Mages
A
B
Archer
Vaulters/Mezari
A
C
Archer
Wild Walkers
A
C
Archer
Allayi
B
S
Archer
Roving Clans
A
B



Sisters of Mercy (I)
Governor:
Its still a decent improve from vanilla. Has her niche but is easily surpassed by over-spec govs. Would at least keep it in her current state.

Army:
Infantry class related problems. Endgame's necrophages hero actually surpasses her in every aspect (even at "healing"). Army-wide Group Cohesion or Regeneration capacities comes at mind as a suggestion for her military faction traits. Also fits with her Faction flavour, though.



Kapaku (C)
Governor:
Is great at his niche volcanic cities, specially in Kapaku or Broken Lords' empires. Too great, he does not really need the big boosts while on eclipse. I do still like the idea of an eclipse-related gov trait for it fits with his Faction flavour. Perhaps these bonuses to be changed with anything bit less broken like a %Food Boost

Army:
The only hero with the excellent cavalry class and good military faction traits. No changes suggested.




Haunts (F)
Governor:
Even having the %Science boost aviable only on winter, its massive enough to become an alternative for unconditional %Science boosts. What I do love the most but must admit that really breaks him is the ability to add science to almost every terrain type as long as it has water or river tiles. Transforming any city into a super science booster city is dangerously powerful... can still be left as it is, because is a rare finding in the market.

Army:
Has a binary performance, depending on if he manages to act first or not. I like his current status, so no suggested changes... if perhaps on his hero class (detailed in first post).




Vaulters/Mezari (A)
Governor:
Valuable enough in his rocky terrain/trade route niche. Perhaps missing a %Science boost to not be as much surpassed as he is in late scenarios. A small 5-15% would suffice

Army:
Relies completely in her unit hero class, which is still on a good state. Without Technolover active usage, she is worse than any other archer hero class. No changes in mind to be suggested, unless planning an overhaul on her Faction tree to create an army path, which is unlikely and undesirable to happen.




Forgottens (I)
Spy:
Its totally fine to not having him in a good governor state, but being a good spy as he allways has been. No changes suggested

Army:
He now has his mid-late niche use as an army cloaking commander that everyone should have at least once. No changes suggested




Drakkens (S)
Governor:
Introducing one of my new most favourite early city commanders because of his great spec versatility capacity "Lay of the land". Does not falls in late thanks to his %Influence. No changes suggested.

Army:
The only healer hero, and with also a military branch in his faction tree. Could not love more. His spec is never stopping add small % bonuses to his party. No changes suggested.




Wild Walkers (A)
Governor:
Probably the best and uncontested choice for industrial woody cities. No big changes aside from, perhaps lowering the sum of % Industry or at least making a small part of it to be summer-only actived.

Army:
Stepping the uncontesting Allayi throne aside, He is in the same state as Mezari/Vaulter, if in a bit better situation because his Forest Rage is allways activated. What I'd like to explore is the possibility of making him able to ignore forest's movement penalty (hero only).




Cultists (I)
Governor:
In general, he is less powerful than he has been in vanilla (which is good). Still uncontested even for broken lord's empires, when talking about cities in arid rocks terrain.
In Cultist Empire, the lack of approval and/or expansion dissaproval might make him not desirable for governing the faction they are supposed to be prepared for. Perhaps exchanging some 5-10% resource increases for it...
The "Inspirational Leader" is unaccessible from his economic path in his faction skill tree. Has that been made on purpose?

Army:
Best Infantry class hero of the game, though. Might be tweaked a bit if Infantry Class gets improved, otherwise will ascend to a broken status without hesitation.




Broken Lords (I)
Governor:
Very High unconditional %Dust increase. The extra strategic production end up making him broken in niche cities. Perhaps lowering a 5% to the summed dust percentage; or conditioning a 10% to the existance of river/lake/sea tiles and/or during summer would help him return to a much balanced status.

Army:
Underwhelming perfomance because of his infantry class, aggravated with no base health regen. As with a slight improvement to the mentioned class, might suggest moving Soul Leech capacity to the beggining of the faction branch, for as mentioned before, zero health regen in early stages when you cant also spare too much dust to heal him, would soften this problem without completely removing it (its good to still conserve that weakness)




Morgawr (S)
Governor:
Has his niche as the governor of your unique, maritime, ship-building city. No changes suggested.

Army:
Has his niche as well as a "decent" early sea explorer, and as a late game ground army defender (unless reaching the Morgawr's faction late quest status in which you get rid off from your terrible base ground movement).
Having his niche, no changes suggested.




Mykara (I)
Governor:
One of your best food-related governor to boost your cities' pop to a high value, then changing him to a new one. As for Mykara's single city, he competes in even conditions with Necrophages. No changes suggested

Army:
Competes with Cultists for best Infantry hero class of the game. As advised before, he might be tweaked a bit if Infantry Class gets improved, otherwise will ascend to a broken status without hesitation.




Ardent Mages (S)
Governor:
As said before, Expansion disapproval is not really used because science cities are usually small ones due to the absence of food and industry. Aside from that, has a big unconditional % Science bonus that unfortunately shares in numbers with other factions which also has other improvements on top of that: Cultists and Kapaku. Either needs even more conditional science bonuses, either gets his Expansion disapproval bonus changed for anything else more useful for his niche purpose.
Expanding the last idea, a thing that neither Cultists, Kapaku and Haunts yields is food management. Perhaps adding a "food cant be negative" capacity would help Ardent Mages distinguish from the other science-spec governors.

Army:
Competing with drakkens for best Support Hero class. Because of the absence of healing, can focus on dealing dmg, thing that gets strongly improved by Faction's endline skills. No changes suggested.




Allayi (A)
Governor:
Has his niche as temporary governors that can swap rapidly from city to city during winter to put your pearl buildings in queue with a discount. No changes suggested

Army:
Free Hp cost retreating among many utilities on top of a great unit class. Being base 5(6) movement archer and also having an army-wide, Terrain penalty ignoring capacity adds insult to the injury. My suggestion is, by even having that removed, Allayi would keep himself as a very valuable army option, just not as broken as he actually is.




Necrophages (I)
Governor:
Big food-spec governor with his niche as faster army builder. No changes suggested.

Army:
While being on a bad infantry class, can late bloom as a decent army healer (and having himself in a super tankier status) due to the Health Syphon capacity. If infantry class gets improved, he would become a great army option, but problably without the danger of becoming broken as Cultists & Mykara will.




Roving Clans (A)
Governor:
Has two niches, one making Broken Lords able to colonize grassy areas because of him, and the other making unworthy regions valuable through trade routes, even if you dont develop these cities and use them for your strategic/luxury needs alone.
Because of that last one, makes little use of the Expansion disapproval capacity.

Army:
No relevant faction bonuses but having 6 base movement. Because of the explained unusability of the expansion disapproval, might suggest changing it for either a "Wilderness Survivalist" skill that cuts part of the army maintenance and provides one extra vision range while on summer.

Last edited by Matchet; 31 Oct, 2020 @ 7:51pm
MelodyFunction  [developer] 31 Oct, 2020 @ 7:19pm 
Feedback always fires me up to make changes, thanks for that.

Lets go over a few things:
Somtimes, I made skills that are useful for both gov and army. Some Army Faction trees need one bad/gov skill as an investment(and vice versa). Keep in mind that this is intended.

Sisters:
Her Faction Army path is better than it looks. Merciless Wrath is powerful, as Damage scales her heal. She is an actually competent healer - an AoE healer as opposed to a single target healer. She also has a higher base dmg value than the Drakken Hero.
And on gov side... she is GREAT at bringing captured cities into a working state quickly.

Kapaku:
+Strategics is pretty powerful. However, it requires a heavy investment. My hope is that this balances the power of the effect somewhat.

Vaulter/Mezari:
Arches are good enough with their class tree. They are still powerful in their own right, imo, especially with their inherent range 4.
Their faction "army" tree is the left hand tree - they specialize in fortifying cities. City Guard is a powerful capacity, they can leave and enter besieged cities, add fortification, fort recovery and security. They are good at their very specialized job.
Rocky Terrain is not exactly uncommon. Play a round and hover over your tiles a bit, you'll see what I mean.
Vaulters are decent for both industry and science and boost up trade routes, making them rather versatile.

Forgotten:
They are like... part-timers, in my mind. They do not have a spectacular gov tree, but sometimes come with good capacities and their one gov skill got buffed to be pretty valuable at least. I actually sometimes found myself using a forgotten for quite a while as gov just for level ups, now you can feel a bit better about investing in them. They can be absolutely great for some early dust, too.

Drakken:
I like how his army path turned out. Adding more "draconic" capacities, but still keeping in spirit with the supportiest of our dear supporters.
For gov side, I should mention that nerf to Lay of the Land is planned - the anomaly bonus will be removed. It powered up good cities by too much.
The skill may be meant to be more powerful than the average skill(Due to the investment required), but the possible dust generation of the ability has been brought to my attention as problematic.
Their gov tree is a bit weird, but its a influence tree at heart. It does the job very well in my testing(And they are crazy good govs for morgawr, as I noticed).

Wild Walker:
Do not underestimate Forest Rage on an archer. Due to their positional flexibility, it is a supremely powerful effect.
They are still one of the top lategame industry govs, as intended - as well as bringing good food production and powering up new cities quickly.

Cultists:
I am always a bit worried about them being OP, both on army and gov side of things. They seem really good, but fine to me.
And they are actually the best gov for Cultists, as intended. Food would be nice to have, as industry... but cult thrives on mass amounts of influence, their giant pop in a single city, dust is one of their biggest concerns and science is another thing they are weak at, making the cultist gov perfectly tailored to a cultist city. Food and industry are secondary to them - their pop offesets industry costs and tghey grow population through influence more than through food.
There army side is very spicy. They already have some amazing base stats, too. If you got some insights on them, feel free to share. I am not against dropping free counter, too - if it proves to be too powerful.

Broken Lords:
Agree with the gov sentiment. Maybe give em some other fidsi boni and drop a dust bonus for it.
There army side is pretty fun. Lifeleech is good stuff.

Morgawr:
The big influence percent is pretty powerful and they are invaluable for ship building. Am open to buffs on the gov side of things, though.
Their army tree is basically meant to be a late bloomer. You are going to use that guy as an admiral anyway, won't you? Well, after getting all their naval skills, you got some pretty nifty boni to make them a decent support unit for any army - hecatomb is especially good in hard fights, too and can really shine.

Ardent Mages:
I actually cannot quite remember, but I think her Persuasive Methods reduced expansion disapproval generated, too. Honestly cant remember and would need to check, though. Its a powerful effect for managing big empires. Ownership recovery rate is a neat thing, too.
On army side.... Well, I noticed that ardent mages heroes are usually sporting pretty damn good attack and damage stats. Its almost a waste to not hit things with em. Their tree emphasizes that even more, making them glass cannons.
They are called "support", but they are more like the mage carry than pretends to be "support".

Allayi:
Well, most of their power comes from their innate capacities. So they will stay where they are in terms of power.
I did some weird stuff with their faction tree. Basically, they are built to be great part timers, highly accelerating pearl economy - heck, you can even make good use of pearl stockpiles with them. Almost full utility army stuff, cleverly intertwined to their gov skills to make choices easier and not lock you into a path.
As shifting is their nature, even their role in game shifts from gov to army to exploration.
But the approval bonus... I didnt quite think about that. Allayi kinda need it, dont they?

Necrophage:
Their army and gov skills got some overlap - but I deemed fine, cause it create some interesting scenarios.
As govs, they are great at food. Really great. However, they are just as great as bringing new cities up to speed(especially thanks to their usual gov capacities). Happy you like the life siphon, it is pretty fun to use.

Roving Clans:
Aside from loving trade routes, their big capstone grants them Slavery, which can be an outstanding ability. Their tree is now a bit more versatile instead of just trade routing into business.


Eagerly awaiting your suggested balance changes ^-^ And now I'll work on creating a testing save... pray that a get that ♥♥♥♥♥♥♥♥ haunts hero.
Last edited by MelodyFunction; 31 Oct, 2020 @ 7:28pm
Matchet 31 Oct, 2020 @ 7:58pm 
Hell, it took me three more days than expected to end up compiling the balance changes I wanted to propose. Just go for the last part of my last message ("BALANCE CHANGES PER UNIT"). The rest is just summarizing, analyzing and explaining the purpose of my suggestions.

Did I acted like a proffesional game developer?
Anyway, im sure you felt like this cat when I started flooding this thread in endless words.

PS: you can ease your testing in --enablemoddingtools[www.games2gether.com] mode
Last edited by Matchet; 31 Oct, 2020 @ 8:11pm
MelodyFunction  [developer] 31 Oct, 2020 @ 8:32pm 
Sister:
Group Cohesion sounds pretty rad for her. Her army side will definitely get a buff.
On Gov side, a small touch up is all that is needed. Her niche can be incredibly powerful. Interestingly, she is extremely valuable for Necrophages.

Kapaku/BL:
I plan to nerf their +strategics skill a little bit. This should bring Kapaku in line for sure. I will also take a harder look at Kapaku govs.

Haunts/Flying:
As mentioned, did little work on them, basically just copied from another mod. I strive to now do some serious work on em, look forward to it ^.^

Vaulters:
I agree they need a better lategame on the gov side of things. They do not specialize heavily in food or industry(which are strong early game), so a better late would be good.
On army side, don't forget the innate range 4. They can be extrmely annoying to deal with due to that.

Drakken:
Lay of the Land will be nerfed a tad. I will remove the +Dust on anomalies.
Its power is justified due to opportunity cost(taking one non-gov skill). Still, its a bit too much.

Wild Walker:
Forest Rage is actually pretty insane, so Id put them very close to Allayi in terms of raw power.
Id like to add that movement penalty thing, but I feel it is unnecessary. They are good as is on army side, Id say. Could add it to their tier 1 Faction tree if really necessary, but... We cant balance all Archers around the power of Allayi.
Regarding the industry power... thing is, lategame, influence, dust and science are usually worth far more than Industry, hence the super specializaton.

Cultist:
Okay, either you or I misunderstand expansion disapproval.
I think it is: The -10 you get per extra city. It has nothing to do with the disapproval of districts. I am pretty sure, but might be wrong there.
I can also safely say that Cultist is, by far, the best gov for cultists. They need 1. Influence, 2. Dust, 3. Science, in that order. Food is negligible to the cult, as is industry - bothj are, ofc, nice, but not essential.
I am pretty sure it was intentional.... Pretty damn sure. Ill get back to you on this.
On army side, I get your worries. Id like some playtesting regarding that tbh.

Broken Lords:
Idea is to shift one dust bonus to another fidsi; As mentioned, the stratgic acquisition will be nerfed;
Interesting idea you got for army side. I can assure youu though, the BL commander is powerful lategame

Morgawr:
Well, "decent" is an understatement. They are a one-man army on sea.

Mykara:
Agree completely. However, his stats are a tad lower as a tradeoff for his free counter(least I think so).

Ardent:
I'll give their gov side a look. Pretty sure Persuasive Methods reduces expansion disapproval generated, too, though - which is basically +5/10 approval to all other cities. But, as mentioned, a bit unsure there.

Allayi:
Thought is to give them something something approval on the gov side of things. Thoughts on that? A small bonus, most likely.
It is hard to change the power of the Allayi commander. Most of it is in the ranged tree and the fact that Allayi have busted capacities innately. I'd like to expand the discussion on them soon.

Necrophages:
I'll do a small touch-up on their gov skills, I think. Nothing major, though.

Roving Clans:
Well, here I am sure it is expansion disapproval generated. The ownership recovery and disapproval received are just cherries on top.
For having many small cities and trade routes through em, expansion disapproval is a big concern.

On army side, I got a good idea:
Make the slavery capstone of his tree reachable via Class side and give it some army bonus. How about it?


So, how about the class trees?



Haha, I am happy about feedback. Seriously, feedback is always in high demand for me.
And yes, you sounded like a big game dev, good job ^--^
Matchet 31 Oct, 2020 @ 11:31pm 
Make the slavery capstone of his tree reachable via Class side and give it some army bonus. How about it?
Dont understand what you mean. Isnt slavery actually reachable as the last skill in his Faction tree?

So, how about the class trees?
Didnt entered in full depth, nor intended to. All my suggestions on regard of unit class trees are exposed at the very beggining of the thread ("Classes").

More or less I've actually said all I wanted to say. The final decission is up to you. In the meanwhile, would play a game or two with the actual patch and come back if something additional comes up to my mind
MelodyFunction  [developer] 1 Nov, 2020 @ 1:57am 
Oh, it might be. I can be a bit scatterbrained, sorry.

In any case, I take that as a positive response. Slavery will get a bit of army power. Probably not a capacitty, just a nice %bonus.

I'd surely be up for one, but.. be warned. I am very bad.
Corrupted Slime 9 Sep, 2023 @ 2:59am 
yo why did u nerf quick draw? now it gives +20% total stats as a level 5 skill, meanwhile strength of the wild, a level 1 !!! infantry hero skill, also gives +20% stats

whats the reason behind the nerf for battle perspective? would it be better to remove flying stat buff altogether? there are two choices for level 2, would be cool if one was universal for all types of units
MelodyFunction  [developer] 9 Sep, 2023 @ 4:47am 
Originally posted by Corrupted Slime:
yo why did u nerf quick draw? now it gives +20% total stats as a level 5 skill, meanwhile strength of the wild, a level 1 !!! infantry hero skill, also gives +20% stats

whats the reason behind the nerf for battle perspective? would it be better to remove flying stat buff altogether? there are two choices for level 2, would be cool if one was universal for all types of units
Quick Draw still gives more stats. It gives Attack, Initiative and Damage.
With the nerf, that's a total of +20 Stats on Level one and a total 20% stats on level 2.

It's still very comparable to Strength of the Wild, but the different class matters here quite a lot:
Archers are very powerful lategame. They have a great damage bonus in Artisan, an above average Attack bonus in Staggered. Allayi Archers especially are scary.
I specifically hit the initiative on Quick Draw because all you really need is some initiative. I want other heroes to have at least a chance of outspeeding lategame Archers.

That said, I wouldn't be averse to revert the change. I still think it is a good skill point with the changes, just cause of the nature of how strong ranged heroes(and units, for that matter) are.

I could maybe change Quick Draw from being a stat-focused skill into giving a capacity. If you got a good idea there, shoot it.
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