Dominions 6

Dominions 6

MA Touhou 1.2
First Impressions - Balance
Cool mod. My first Impressions and suggestions from looking at the nations in the overview.

General
- Lots of very strong mages with multiple 4 paths base makes me hesitant, especially since a number of them have access to 10% randoms for a 5 path. Those guys probably need to be dropped to only have 3 paths with a 100% random for their main paths or become 6CP commanders.
- Are the high Scales limits to force high base scales? Because you can set a nations base scales to be higher with a command in the nation section of the modding manual.

- Do you want an Invite to the Modding Discord?
- Lots of weird CP costs, are they intentional or auto-calc Jank?

Mugenkan
- Fairy scouts are close to a flat upgrade to regular scouts, with flying and higher stealth. Probably should cost 10 more than regular scouts, rather than 10 less. Scout stats don't matter
- The Foot Demon Guards seem a little over-costed considering their stats. That might be fine as this is a free spawn nation. The Demon tag seems to be a net negative as a tag anyway, since it only grants Darkvision in return for being vulnerable to banishment.
- Gardeners seem too weak to be recruited with only 4 prot and average stats; while they are supply neutral, they aren't worth 13 gold (apart from the Long-bows), especially on a nation with free-spawn.
- Only non-cap mage is expensive and 3CP. A good Vine summoner, but recuiring 1.5 turns each from your forts seems a little much, especially as your research looks really, really bad as this nation. A dirt cheap 1CP 1 path mage fairy mage with 2-3 inept researcher should help with that. Alternately, drop them to 2CP.
- Nit-picking, but Astral is the 3rd strongest path on the nation, Death and Blood should be the paths with 'Limited Access' on the nation overview
- Cap-only Marshals shouldn't be 3CP, only 2, unless that is intentional.

Makai
- The Pilgrims should have divine insight like similar units in base nations, which limits the amount that can be researching at a time in a province to match current dom strength. Especially relevant since Makai gets +3 research min from magic scales.
-Not sure every Oni smith should be able to craft at Earth 5 and 3 in another path. Drop them down to 1 Master smith and 2 Earth. Still great smiths, just not insane like they are currently. Mastersmith 1 is rare enough.

Higen
- The Undead Samurai need to be bumped up to 20 gold or more. Their attack and defence skill is way too high, combined with their good armour and the effects of the Undead tag, and pierce resist combine to make them some of the strongest infantry I've seen, with their price point.
- Demon Lord Summon seems to be a bit expensive considering the value of Death Gems to blood slaves, though it is available a research level earlier.
-Unrest reduction seems a bit low on the commanders; they probably should have at least 1 rather than 0.Xes
- Recuitable Kishin get -3 in all main stats in your base scales; while decent as remote summons where they usually won't be in your scales, I can't see the recuitable ones being worth it. Perhaps have them lose Chaos Power in your dominion?
--Perhaps Order Power (negative chaos power) on the Samurai could help balance things? Higen has the tools to punish unrest pits with their Chaos Power Oni, but that would still leave their samurai armies vulnerable if you are not careful.

Will finish my thoughts tomorrow, as I am tired.
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Showing 1-15 of 24 comments
Joker Moment  [developer] 22 May, 2024 @ 6:11pm 
Some of the things about Mugenkan are there for flavor, specifically the gardeners (though their other main purpose is as province defense). But I'll look into trying out the other things. Thanks for the suggestions.
Orkiod Inquisitor 23 May, 2024 @ 6:11pm 
Mayohiga
- The Shikigami danmaku shot only has 1 ammo; also as commnion slaves, I don't think they can do anything else in battle, even if they don't have a master. Also, communion slave troops are usally priced closer to 50g for sacred commnion slaves, and these ones have re-invig, invuln and decent stats as well, so you want to cost them closer to 75g.
-Nekomata look like they should be size 3, not 2 with their portrait and stats, combined with multiple attacks for balance. They certainly need to cost more for their extremely high defence skill as well. The Bakoneko have poor enough armour that I don't mind them as much.
-Tuschigumo and Nukeabi are troops that have fear, as well a relatively cheap cost in RP and Res. Because of how fear has changed in Dom 6, they will basically invalidate all morale using troops once you get caves or forest forts. Taking it from the lesser Tuschigumo, limiting the recruitment of the Elder Tuschigumo to 1 a month (or making them a commander), and giving the Nukeabi a single use fear lance instead would be good. Also, a cost increase for both Tuschigumos because of their 4/5 attacks each (and probably dropping 1 of their claw attacks). Giving the Elders scale walls walls would also be cool.
- Where do you recruit Hexblades? They also might want a small price increase to RP, Gold and Res for their death curse ability and fateweaving, as well as being a decent troop.
- Commanders look good. Would have to check balance tho.

Note that all balance suggestions are based on my recollection of vanilla pricing, with an aim to make a nation equivalent to vanilla A tier nations.

Will get to the Kappa nation later.

EDIT: Death Curse is very strong on a troop for screwing over big elites, pretender gods and SCs.
Last edited by Orkiod Inquisitor; 23 May, 2024 @ 10:39pm
Orkiod Inquisitor 24 May, 2024 @ 2:15am 
Kouryuudou
- Honestly not much here, beyond small gold increase for most of the weaker melee only Kappa due to their 12 natural prot, +1 hp and prescion and +3 strength chassis over human. 12 prot without a corresponding res cost should be taken into account to their price.
- Oni Killers have fear; but they are sacred and cap only, which reduces the ability to mass them. Still probably deserve a price rise to 45g in line with the other sacred tho.
-Great Tengu are A5 with a 10% random up to A6. They should be 4 at most, with no random. You haven't affected your air access in a serious manner.
-If Oni-killers get fear, then the Dynamic Armor should too. It should also get a bit more of a siege bonus. The weapon items are a bit of a miss tho; low ammo and lacking damage.
-The Yamajouro needs to produce 17 gold a month to cover her upkeep; if the intention is to give her a net upkeep of 2g tho, then that's fine. Right click morale for the yearly upkeep in gold if you are unaware. Gold maker units feel kind of weird if they don't make back their upkeep.
- Was gonna complain about the Tengu, but they look fairly costed when compared to Caelum's troops.
Joker Moment  [developer] 3 Jun, 2024 @ 8:02pm 
I'll implement some of these suggestions in the next big update when the next three nations are ready to go.
BadCub 9 Jun, 2024 @ 3:10pm 
Questions:
Is Higen supposed to have access to default scouts, and are their Ministry Bureaucrats supposed to cost only one RP?
Last edited by BadCub; 9 Jun, 2024 @ 3:28pm
Joker Moment  [developer] 9 Jun, 2024 @ 8:15pm 
Originally posted by BadCub:
Questions:
Is Higen supposed to have access to default scouts, and are their Ministry Bureaucrats supposed to cost only one RP?

That's all correct.
Orkiod Inquisitor 15 Aug, 2024 @ 4:14pm 
With the new update comes a new set of nations.
Mod File name hasn't been updated to 1.1

Gouyoku
- Doesn't have the 'gets half effect of Death/Growth' in its National Overview. Put it in the 'Race' line.
-The Dreadhorn mounts get head armour from both their Barding and their Helmet, which stacks to a ludicrous 40 head armour.
- Scale Power on regular troops that don't take a stat penalty to compensate is a dangerous game... but Death Power is dependant around the worst scale, and most people tend to take at least growth 1, so it should be fine.
- The Tenkajin having two scale powers is also a serious concern... but they are limit recuitment and this looks like a Prod nation otherwise. Fear is still overtuned though, so maybe limit it to the Cap only verson.
- Possible go a bit less hard on the fear, considering how broken it is now. Especially on cav (because mounts and riders both apply their fear auras at the same time).
- Are they meant to start with an Astral Income that they can't use?
Orkiod Inquisitor 15 Aug, 2024 @ 5:50pm 
Keiga
-Wolf troop has no Description.
-Guns have really high precision combined with a load of attacks. Kouryu has a similar problem that I didn't notice then.
- Yamainu have a similar problem to Higen's undead samurai used to - high skill without an approiate gold/rec cost. More to do with Katana's +3/2 Attack/defense stats thou. At least these ones don't have armour. Also, Precision is important to the patrol calculation and the non-archers have weirdly low pres, which is important with their apparent intended role. Probably would be worthwhile giving them a patrol bonus as well.
-This nation has 4 units of Fear Cav. Same problems as with the other nations' fear cav.
- All of the monster/sacred cav looks really undercosted. I'd be doubling the costs of most of them at least. Please look at some vanilla nation's troops with a similar profile.
- The Flayed Horses still have the desciption from the Hero they are originally from.
- Two Chaos Power is really strong and means +10 to nearly every combat stat. Please take it off the anyfort-sacreds. It's... ok on the commanders, but prepared for insane defensive thugs for this nation.
- Also, might want to reduce the Chaos Recuitment on the regular troops, since you can make them nearly free to recuit when it's maxed (which is easy for this nation).
-Unrest Generation looks really high on even the low-tier units, and not high enough on the latter troops.
- Inversely, the commanders should have higher Chaos recruitment bonuses, since they cost much more than regular troops. Same with unrest generation; since you're going to have a lot less of these, it's not as bad as it would be on the troops. I had the same suggestion with Higen (though with reduction instead).
Orkiod Inquisitor 15 Aug, 2024 @ 8:42pm 
Eientei
-Fateweaving is a rare ability. And it's a national feature. Bit of a win more ability, but it counteracts the slightly poor stats on the rabbits. Stealth is fun too.
- Rabbits all seem fine, unless Fateweaving works much differently than it did in 5 (Functionally, it's a minus 1-3 to every DRN roll + multiplying the amount of Critical Hits).
- ...Apart from the 'inaccurate' Bamboo Arquebus (that's equally precise as the best Sacred Archers in Vanilla). Do note that due to how range effects precision (effectively precision is reduced by 1 every few tiles between the shooter and the target), low range weapons are quite accurate even at 10 or lower precision. And the Arquebus is 15 precision and 20 range.
- The Hares are cool, but well...
- Fateweaving and Damage Reversal is a dangerous combination, since once Cursed Luck pops (which I think is before the Damage Reversal Roll), it's effectively a roll against 14 or 15. Which is fine for something like an Uttervast. Not on a 15 gold anyfort troop. This is even worse considering that this is a nation that can take 4 magic scales base (and thus reduce the enemy MR by 2). This might be too strong if it was Vengance rather than Reversal. As it is, either reduce the DR MR check down to 9 (still strong, but not overwhelming) or change it to BV. I don't mind it on the Immortal units (because they have the pricetag to match and you can't get rid of them if you over-invest), but not on the White Hare troops.
- Runners might underpreform at only 10 defense (since what makes most glamoured troops nasty is that they have high defense skill as well).
- Gray Hares look nasty in drawn out fights. A bit expensive, but they do what they are supposed to well.
- Black Hares have fear. They should not. Insert comment about fear being insanely overtuned (and very restricted in vanilla).
- Deserters are neat, perhaps a little too restricted though.
- Eternals are very cool, and are probably OP. However, they are incredibly expensive and immortal cap-onlys, so I can see the nation having finanical issues if you lose territroy/gold unexpectedly, since you can't get rid of them and their 18g a year upkeep. They are good enough that I can see them being excelent even without a bless, and the second coming of Ctis Tomb Wyrm with a bless.
- Luck is a very Swingy scale, so I worry that Eientei, on that scale alone, may be too good.
- Were the extra Bless points really neserasy?
Orkiod Inquisitor 15 Aug, 2024 @ 8:46pm 
Wait, I didn't notice that the Rabbit officers have 3 and 5 defence organizer. Reduce them down to 2 and 3 respectively.
Orkiod Inquisitor 19 Aug, 2024 @ 4:04am 
KItetsu
- All the Otters have Iron Gear and Poor Amphibian, meaning that their armour will rust and be destroyed if they go underwater. Probably should replace their gear with non-iron equivalents.
- The Goldshell's horse is randomly sacred.
- All the sacreds seem a over-statted for their costs. Especially for Anyfort sacreds. Flagllents are 10 gold and are otherwise terrible units.
- Vanilla Halberds have -1 defense, so it seems strange that the Glaives and Fire Lances have +1 defence.
- The Anyfort Dragon-turtles probably should have a higher XP threshold for evolution with the advent of Heroism (plus literally every sacred other than Flagllents likes that bless). That and their bonkers armour (they can safely ignore crossbow bolts). And they fly.
- The assassin is really bad at assassination as it has 0 assassin patience compared to the average 2-3 of regular assassin.
- The Speech of Speeches spell is a better version of Master Enslave in (almost) every way. Lower research, harder to resist, less gems, less paths. Pretty sure it doesn't feeble-mind and troopify commanders either. 1 of those would be enough for a national spell. And you're cap only mages can craft the 2 boosters (with the earth randoms) to cast it.
Granted, master enslave is in astral, and thus Communioning up to it is always an option. But still.
-Of all nations to have access to stronger forts, why this one?
Orkiod Inquisitor 19 Aug, 2024 @ 4:19am 
By the way, what is the standard of balance for this mod? Is meant to be played with Vanilla nations or just with the nations in the Touhou/Le'en modpack? I've been treating it as the first (because you haven't really indicated otherwise), but every nation is kind of bonkers compared to Vanilla nations.

If they are only intended to be played against the Mod's nations, then perhaps using Sombre's 'disable MA Vanilla nations' submod from his Warhammer nation Modpack.
Joker Moment  [developer] 19 Aug, 2024 @ 4:18pm 
Its meant to be played with other nations within both modpacks.
Orkiod Inquisitor 19 Aug, 2024 @ 11:32pm 
Only or as well as?
Joker Moment  [developer] 20 Aug, 2024 @ 2:05pm 
For the most part only within the nations of the modpacks
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