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Hello there! Interesting mod. A few things if I may:
Support Sprite has its description cut off: "In combat, they use small bows to fire..." and nothing else from there.
Goblina archer has archer lower case. It is a small error, but it bugged me. Sorry.
How do you decide what goblinas have chaos power and what does not? How disciplined they are?
Sloth power and chaos power are common, but the nation does not have any increase to sloth or chaos. I'm assuming that this decision was made for balance?
The nation has very little armor, and yet, it is a nation that is in the Late Age. I am assuming that this because you like the Late Age over the other ages?
I question the Wild Goblinas and the Mounted Goblina Archers having population killer.
For the pretenders, are they supposed to have 100 points to buy into a new path?
Fertility plays a big part for the goblinas, but their dominion does not have an increase to growth?
Is the Love heart spell supposed to cost nature gems instead of blood slaves?
Why are priests said to be strong when they only seem to have priest level one?
Let it be known that I am very interested in seeing where this mod goes, as well as any other mods that you might make.
I still have a few things pending that I want to implement, like other possible locations, more heroes and adding generic heroes (currently they are all unique), and making more thematic ritual spells. I also have another 2 pending magic items that can be forged.
Version 1.1 changelog
- Support sprite: The description that was cut off is now complete
- Goblina Archer: Fixed lowercase in archer, it should now show Goblina Archer
- All the goblinas units now should have chaospower 1 besides slothpower1
(was inconsistent and they are the domains in which the goblinas thrive)
- Fixed both path cost for the pretenders to: from 100 to 50
- Changed Love bonding spell to blood slaves cost, increased the effect
- Add to the site Goblin Nest bloodslaves production 1
- Added more chaos, sloth and growth to the nation (growth was missing)
- Changed a bit the rarity of some events that occurred either very quickly, or one after the other
- Removed the ability that wild goblins and mounted units had to kill population (it was based on an idea I had but ended up discarding it)
- Increased the priesthood level of priestesses and units with priest levels, I had forgotten to increase it :p
///////////////////////////////
- The nation has very little armor, and yet, it is a nation that is in the Late Age. I am assuming that this because you like the Late Age over the other ages?
- Yes, mostly because of the iron weapons (and I have other plans for new units and events eventually), and because I liked the idea, similar to Pangaea, of practically wild and chaotic units in a more advanced world, instinct and will vs reasoning and technology
Bulwarks don't have 'Cause Unrest.'
Since Defenders are, well, defenders, maybe remove their 'Cause Unrest?'
Idea:
Fertility Idol and/or (pardon my crassness) Phallic Idol immobile pretenders?
Aside:
The description for your mod reset.
Size is inconsistent across the 'standard' (not Pigmy or Bulwark) goblins, with most being size 3 but a couple being 2. For example, the Poker is size 3 but the Trained Poker is size 2.
Why do they have natural protection? Better yet, why do they have inconsistent natural protection? Pokers have 2, Trained Pokers have 3, and the sacreds all have 4 or better, so it seems to increase with eliteness (for some reason)... except that the Captain only has 2 despite ostensibly being one of the best fighters in the faction. The Bulwarks have the highest NP, which makes sense with them being the size of small giants, even if 8 is an absurd number... but then the pigmys have 3! Why are the smaller ones more resistant to harm than their larger cousins if the largest ones are harder to wound than most giants?
The morale values around these parts are absurd. 22 on the sacreds might as well be unbreakable, especially when the only troop commander in the faction gives 2 extra morale on top of that, but even the lowly archers can put some of the best elite units in the game to shame with 15 morale.
Aside from the dryad, all of the commanders have 13 magic resistance. This is fine for the Captain and Assassin, but is pretty bizarre on the spell casters. When even the lowliest goblins have an impressive 12 MR, and the sacreds as much as 14, it's a bit baffling that the actual mages in the faction don't have bonkers high MR like the dryad.
-Goblina sorceress description mentions mastering both fire and nature magic, but they do not have nature magic, only fire, blood and death.
-The nation description mentions having strong priests, normally this is only used for nations that have a recruitable H3 priest.
-They have a national spell from another nation "Epopteia" that requires a mage they don't have to cast and also conflicts with their lore because of the dominion decrease in a nation that follows that tradition.
-Both pretenders have holy levels, not really a problem but it is strange.
Gonna try them out in a single player, but those were a few things I found reading through the nation.
But I'm taking notes of everything you've said, it will probably take me some time to publish it but you have certainly mentioned things that I should review and re-examine.
Again, thank you very much for taking the time to try the mod :)
Ok played it a bit and some thoughts from me:
-The Sloth Power plus Chaos Power is insane. It makes it important to look at the Dominion you are attacking into. This hits even harder for the commanders that have an added point in either Sloth/Chaos Power.
Maybe make the race more uniform by taking out that added point in the Powers for the commanders. This will help the Goblina Assassins a lot because 2 provinces away from your own territory these insanely strong killers turn into submissive deadbeats in Order/Productivity Dominions.
Otherwise, I like how this has you try to push your Dominion with the included H3 and H1 stealthy priests.
- The Resource costs of the units/commanders are ♥♥♥♥♥♥: Taking massive Sloth is intended for this nation and shouldn't be a problem cause most units are naked with only a weapon but somehow, they demand a lot more resources then expected, especially since one is kind of supposed to spam them. Naked Nations like Mictlan just don't need Resources that much.
I looked through your .dm file and you defined your Goblinas to have inherent resource costs, for example the archer costs 10 Resources before even getting any equipment costs added to it. To compare this, I pulled up the Dom6 inspector to see what other units have and basically every single unit only costs 1 resource inherently and then they get their high resource values by wearing plate armor with rcost that scale to their size points. So, what I want to say with this is that you might want to set the rcost of all your Goblinas to 1.
- It would basically make it so the limiter on this nation is not Resources but Gold and high Population something you get from high growth (which we have) and pillaging (which we want to do, since our own dominion gives us massive income negatives
Roster Feedback
(This will kinda involve my understanding of what lore and idea you wanted to portray so if I'm shotting wrong here just ignore it)
Pigmy
- From what I gather, this unit should not be recruitable but only appear via event during the spring months which gives you loads of them. It reads to me like the tribes of wild Goblinas go on a rampage because of their heat and ♥♥♥♥ and murder their way through the province. This surge of offspring cannot all be taken care of in the tribes, so some just born Goblinas join your armies instead. (Or are the Pygmy supposed to be an entirely different thing to the goblinas? Their flavor text makes them out to be the same thing as the Wild Goblinas)
-They are way too fast for being small (Hoburgs are slow af cause small legs for example) They are currently faster than horses (20 vs 21) and after the Chaos/Sloth Power buffs they are even faster than Dire Wolfs. I would suggest their base Combat speed to be lowered to 12 (Hoburgs have 8, Humans have 12). Also, their map move is insane, maybe bring it down to the Wild Goblinas level, cause currently they are faster than the Dire Wolf cavalry.
- They have a base Attack skill of 12, the other Goblinas have 10 as an untrained Wild/Poker or 11 when they are trained. Lower it to 10 or 9 so they aren't better fighters than the others. Something similar goes for Defence Skill, their base is 15. For reference an untrained Hoburg would have 13 (basically +3 for being small). After Chaos/Sloth Power they are still insanely fast, agile and deadly, but not because they are such good fighters but because their dominion of unmitigated hedonism is fueling them.
- The Pygmy have different Darkvision values then the other Goblina and also no Chaos Recruitment (if they stay recruitable that should be added)
- The Tiny Bite is a little misplaced, it's basically an attack for really tiny things that you can't avoid no matter how good a fighter you are (can't be repelled) and doesn't do any damage, like a size 1 frog biting you. Because it always rolls 1 vs Protection/2, meaning no matter the dominion the bite always has the same tiny chance to do 1 damage. Give them the Weak Bite just like the Wild Goblinas, this way the higher their Strength/Dominion the higher their chance to do 1 damage.
Wild Goblina
- These are your feral isolated tribes with 0 training and nothing but fighting ♥♥♥♥♥♥♥ and lazing around. Their morale is low just like the pygmies because they are untrained and it's a miracle you could herd them into your armies at all.
-Their Defense skill is really high for being untrained wild berserkers, probably lower it to 10 like your pokers as it seems to be the baseline for your race (and C/S-Power will make it up anyway)
- The Patrol Strength -1. You probably want to show how ♥♥♥♥♥♥ these wild ones are at bringing down unrest/being civil, but this actually gives them -0.2 total Patrol Strength. Also, the Pigmy doesn't have this. I want to suggest that instead of having this extra trait in the character page you might express this inability to patrol alternatively by lowering the Precision of the Pigmy and Wild Goblina to something like 5 or even lower.
Before we got to the other Goblinas I wanted to talk about the weapons and armor.
- I really like that for the most part you use base game items because the Goblinas have no real smiths so they wouldn't have much custom stuff but use the stuff they pillaged and brought back.
-From what I understand is that only the Pigmy and Wild ones are completely uncivilized and don't adorn themselves with anything. I would suggest that the poker and the mounted poker should get it as well, it doesn't do much but it's a lore distinction to the feral ones. Also having the Body Jewelry be worth the 1 resource from inheriting the Cloth Armor is nice to show them using the few Resources they have being used on hedonism.
- The Goblin Composite Bow inherits its rcost from the normal Composite Bow. The stats are changed but I haven't played enough with them to have a big opinion on it.
- The Double Pitchfork inherits its rcost from the normal Spear and does a little more damage very nice
- The Shiny Cuirass costs its whole 15 Resources but provides 2 less Protection maybe to show its more revealing than a normal Plate Cuirass
- Same with the Gob Shield inheriting the 2 Resource cost with less Protection than a normal shield
- The Gob Mask has no resource cost, maybe since it's an iron mask you want to give it 1
Goblina Archer
- I'm going to ignore the high Resource cost because I addressed that way above.
- Basic archer with no combat training like the Poker but some ranged training for their 11 Precision
- Their total attack Precision of 12 is really nice but sadly archers are THE counter to this faction. As such they might avoid more friendly fire than human archers, but it is still devastating on your own troops. Since the nation has no air access at all, Air Shield is out of reach for Protection and Wind Guide can't be used to buff your precision to lessen this problem...
- Also maybe raise their Combat Speed to 14 to be more in line with the other Goblinas
Goblina Poker
- They are supposed to be basically militia, right? Maybe lower their price to 9 or 8 Gold like the wild Goblinas as they received no extra training like the archers or the other more combat ready Goblinas (The problem here is that they cost 8 Gold Upkeep even if you can recruit them cheaper because of Chaos Recruitment)
- Like I mentioned way above at the armor section maybe give them Body Jewelry to signify them being distinct from the feral tribes
- Also why do all the non-feral Goblinas get a patrol Strength bonus? They are already better at patrolling then the Wild ones without this extra, and finding stuff can be easily done by just having more Goblinas sniff out those pesky male scouts
Halberdier/Heartseeker/Brawler
- Here we have the real fighters, that got some training, basically doesn't matter which one we recruit the sole difference is the weapon (and the extra 1 strength for Brawler cause of lore)
- The brawler shouldn't be so much more expensive for its 1 more strength maybe let them cost 11 gold instead
- We can go into a debate over what length for repelling or weapon damage gets used for what but let's be honest and just say how it is, you recruit whichever hairstyle you find hotter :)
Support Sprite
- I don't want to dictate a name to you, but these ones need one, just as the Goblinas are called Goblinas these guys should have their own name
- These feel like they shouldn't really be recruitable especially not for 20 Gold 10 Resources and 20 Recruitment points as they are Magic Beings and not some normal person that can be conscripted and trained for war
- I would say they the Goblinas probably live with them together as they also live with their domesticated Imps and the Kots and in order to get them to convince them to fight in battles and raid, they get offered a blood sacrifice. Basically, I suggest they get summoned via a low research level Blood ritual that any of the Blood 1 Goblinas can perform to offer 1 Blood Slave for like 3 of these. (This way once you take out the gold cost they don't drain your bank so heavily)
- If you take my ritual suggestion, you can even come up with some more flavor rituals for higher level blood where you summon more of them for a better ratio or something
Goblina Trained Poker
- I'm sorry but I don't like the name, your other ones are very good but now we just have a trained poker
- Solid troops if one could afford them, 20 gold is way too much for what is basically a slightly better human infantry without armor (sure C/S-Power will make them gods but it can gimp them just as much) give them 11 gold cost like the brawler. they got training but instead of getting an extra gold for 1 more strength they get it for being able to stand in a line and follow orders lol
Mounted Goblina Poker
- These are useless units, they cost more than an Indie Hog-Knight for example and are just straight up worse. They are the untrained militia Goblina Pokers on a hog, the Hog is nothing special, its Size 4 with an AS 8 attack for 10 damage and no defense. It is also slower than the entire rest of the army with the Hog having a CS of 14 while even a normal Goblina has that already. I don’t see any advantage for the Goblinas at all to riding them, as having 2 of these in a Square or 3 basic ♥♥♥♥♥ Goblina Pokers is basically no difference except for the Hogs being nearly 3 times the Gold
- They are also not sneaky, I tested it and the Hog not having any Stealth makes it impossible for the unit to sneak
- Basically you would have to either cheat up the stats of the hog to make it worthwhile for the Goblinas who don't need cavalry cause they are already faster, or (and I would suggest this more) find a different thing the Goblinas can be mounted by, something else they tamed that makes the efforts worth it, Bears would be too slow too , maybe a Leogryph or a Gryphon with 2 Goblinas riding it. Yeah, they wear no armor that would be a funny possible unit (or just make it a melee Dire Wolf rider)
- Also make the mounted Goblina be a trained fighter not one of the militia, some good stats would make it more worthwhile
Mounted Goblina Archer
- Cool unit, the Dire Wolf is fast enough that it's not a waste, and the fact that archery is less affected by the C/S-Power makes it so that these are decent enough outside of your Dominion
- Dire Wolfs are inherently stealthy so this unit also doesn't mess with your armies sneakiness
- Only the price is too high maybe make it base 30 gold to make it more affordable for a real strategy
Goblina Defender
- Great unit, these seem to be the orderly cousins of the tribe. Becoming masters of their own chaotic nature to use discipline and skill to fight off would be attackers from their holy sites
- To be more in line with that I would say you should take out the Causes Unrest from them, just a tiny lore distinction, also Patrol Strength actually makes sense for these Goblinas, not really for the other ones though
- Also, I would go further and split the Bodyguard role from them as this is already fulfilled by the Goblina Bulwark (that get really angry when their charge is attacked [they got Berserk]) also Formation Fighter doesn't pair well with Bodyguard as it doesn’t do anything when they protect someone. It only works when the square has only Goblina Defenders in it afterall
- I would even go as far as to say take out the Chaos Recruitment and Power, give them some more training and voila they are a great frontline to expand even outside of your Dominion (arrows still ♥♥♥♥ them, Defence Skill and Awe don’t protect against those)
- If you decide to give them the Ritual Mask they would be even better, Heavy Infantry without a helmet isn't that heavy
- Also, after setting their base rcost to 1, they would still cost some Resources but will no longer be nearly unrecruitable in Turmoil4+Sloth4
Goblina Executioner
- Very harsh, fear evoking name and they don't seem to go too far into the theme of seduction and glamour, maybe replace the Awe on them with Fear and have them be literal battering rams that clash into a shield wall, break it open and make the surrounding soldiers flee in terror at their Ritual Masks of expressionless judgement
- The Shiny Cuirass Would be great to make them heavier and more suited to that role as it makes them even less seductive and even more of a merciless executioner of divine fervor. Maybe even drop the Gob Shield and make it a second Flail for even more judgement?
- Very cool indeed if a bit pricy for what they currently are. Question though: where does the Blunt Resistance come from?
Golbin Bulwark
- Yes, the divinely blessed ones, whose body has grown to massive proportions and strength through the direct favor accrued by the Fertility Priestesses
- They don't wear any armor not because there is too little to give to them like it is for the common Goblina fighter but because their divine body is so blessed that it is tougher than any basic armor
- Basically give them Slash and Pierce Resistance, 1 more natural protection (so that with Barkskin they get a clean 10 natural protection) and more HP, these are the ultimate tanks that either slowly stride their way through the frontlines or are divinely ordained to protect an important Priestess or Sorceress with their lives with unbridles rage for anyone that dares to stand strike them
- Also, give them the Attack Skill that reflects them having trained. Their 13 Defence Skill does this already, but they should also have 12 Attack Skill to show they are better than the more common Goblina fighters
- After those changes, they wouldn't even be that pricy anymore, or give them a higher chaos recruitment discount
Conclusion: Basically the roster is either wild or trained Goblinas that are strong in melee which they get even faster into when their gods dominion is strong, that are stuck in LA with all the missile troops that kill them by the dozen with you answering in kind by throwing even more Goblinas and Kot and Imp freespawn at it. Goblina Executioners acting as shock cavalry, breaking open shield walls for the Goblinas to reach the undefended victims in the back. All the while a solid shining last line of defense keeps the enemy away from the mages and Bulwarks are either wading into the thick or making sure flying drakes and demons don't eat their protected leaders. All the while other provinces are hit with raiding parties of Keep Distance and Fire super-fast Dire Wolf archers.
- In general, do the same thing as with the troops where the base resource cost is 1 and higher costs are decided by the rcost of equipment.
- Take off the extra C/S-Power that they have. Their stats with 1C/1S- Power are already too good to beat. This only makes them even weaker outside their Dominion
- Give them higher Chaos Recruitment values, when the commanders cost from 100 to 400 Gold then a 4 Gold discount doesn’t do much anymore
Goblina Assassin
- Goblina Assassins are crazy strong for expansion but 2 provinces away they are a wet napkin, definitely reduce the Chaos Power to 1 and maybe even take 1 of them away entirely, it really hits them hard to assassinate away from home
- If that is too far possibly consider giving them another thing to do when Dominion doesn't allow them do their purpose, maybe give them Spy so they can ♥♥♥♥ their way through the enemies cities to figure out their economy and military
- Why are they wearing a suspicious Iron Ritual Mask? Maybe that should just be left out, heck they are already wearing cloths to fit in more
- Their stat line is a little messed up, 20 combat speed is insane, that's a horse; their Defence Skill is only 10 most trained Goblina have 12; their Attack Skill is already really really high though; maybe 1 more Strength to be in line with a fighter Goblina
Goblina Captain
- Ah yes, the wench general, I'm sorry but she is a little too good for a nation of crazy hedonistic crazies, maybe lower the Leadership to 100, even some more civil nations don’t get 150 Leadership value commanders
- The price is a little high, one wants multiple of these around, they also should cost only 1 Recruitment Point not 2
Goblina Sorceress
- Nice basic ♥♥♥♥♥ Mage, cannot do much on its own but after entering a Sabbath these will provide basic battlefield Spells and even big ones
- Not the best Researchers but that is massively offset by fact that they freespawn Imp chaff
- They should get different Leadership values though, reduce the normal one to 50 or so as it is not their job to lead armies, they also don’t need such high magic leadership, what they really need is higher Undead Leadership. The freespawn Imps are Demons and Slaves, as Taskmasters the Sorceress should be the ones shipping them around
Alluring Dryad
- Very good commander even if she wasn’t a good battlefield Mage, which she is though
- 2 Nature makes it possible to do basic battlefield Spells out of the box, and Blood 1 allows her to join Sabbaths for bigger things
- Spawns Size 1 chaff quickly to fill in Squares and choke up the other army, really useful
- Creates one Blood Slave per month which is so borderline OP as it scales massively if they just Research
- They are too good and even raising the price isn’t enough. In my opinion these would make a great national summon for nature gems, heck an even better idea would be to have the Spell transform a Sorceress (or a possible new Apprentice Mage or something) into the Alluring Dryad, this would slow their production and blood slave scaling a bit. One could give them better magic/freespawn/Blood Slave generation to offset their reduced numbers
- Really cool commander
Fertility Priestess
- A really nice but overloaded priestess, she does everything and even for cheap, what a ♥♥♥♥♥ indeed, probably raise her price to 450 or something, very worth it still as a fast to recruit Holy 3 etc.
- Already Holy 3 and inherently useful but can even join Sabbaths to easily get out even higher Holy Spells, Nature less needed but very thematic and makes them be able to perform the same role as a Sorceress
- Seduction, Spy and Summon Allies she can literally do anything, I would suggest moving the Spy off her as she is a priestess and Seductress, and the infiltrator fits more on the Goblina Assassin
- She is a perfect candidate for the Ritual Mask, not cause it's important for her but because it’s cool and would fit
- Currently her Summon Allies seems to always summon 3 Wild Goblinas, which feels like a waste of a turn for the most powerful priestess of the nation, maybe make it a Dominion freespawn that doesn’t cost a turn or leave it out, as she can already do enough things
It is true that the combination of chaos and laziness is powerful, and it was in my plans that outside the domain the troops would decline, that said and I also playing more and more, I realized that yes, the assassins and the units with more than 1 point in the domains, have a very bad time. I have to review it.
On the other hand, yes, the idea is to extend that domain with the stealthy priestesses.
I wasn't that familiar with the Mictlan nation, but check it out, and also considering the goblins' equipment, yes, I need to lower the resource costs, I'll probably have to put 1 on all of them as you suggest (I'm still getting my head around the vastness of this game and the implications of the concepts and mechanics, thanks)
As for the roster of the pigmy and wild goblin troops, I'll apply the suggestion of lowering their accuracy to reflect the discord they generate and the lack of discipline to patrol.
For the pigmy, I could remove them from recruitment and leave them only as events in the spring, that's a good idea. The bite should be the same as the wild ones
I would definitely have to add the sprites as part of a special nation ritual and remove them from the base recruitment (I already did something similar with the imps), and I could add a more characteristic name to them
I'll review the trained goblin poker and make them a little more special. I will definitely look into modifying the Mounted Goblina Poker. I had actually thought about using the dire wolves for them at the time, but I thought the hogs had their share of charisma as "cavalry" that goes into battle. I used the regular Pokers and not the trained ones because I wanted the Mounted Goblina Poker to be an undisciplined, wild and violent unit.
You're right that the defender goblins need a little bit of adjustment, I had thought of the bodyguard as a cheaper version of the bulwark role, but I understand, and it's true, that I could spend that ability on turning them into a more competent combat unit. It's possible that I'll give them the ritual mask, when I designed them I already had in mind that the executionar and the bulwark would wear it, but I don't know why I excluded the defenders. Luckily it's a quick sprite modification :)
I like the executioners as they are, with flail and shield, but it's true that they look more like they have the fear ability instead of awe
The resistance to blunt comes from the huge front end haha
The Bulwarks could be stronger as you propose, just a few tweaks.
As for the commanders, I really appreciate your advice on costs and how you perceive them in comparison to other commanders in the game, understanding that that's where your train of thought comes from.
I have to adjust the captain, yes, the idea is to have several roaming around the map
As for the sorceress, playing and testing her more thoroughly I came to the same conclusion, they definitely need more undead leadership.
The dryads could totally be a unit summoned through a ritual, I like the idea.
The fertility priestesses have everything, it's true. I have to lower their power a little and leave them with a defined role, not as the solution to everything.
At the same time, I'm preparing a "Goblit" village, which will function as the Hoburg settlement (the site), a place where you can recruit another variant of goblins, smaller, the size of the Hoburgs. Why? Because I like the idea and the sprites are coming out nice and adorable. They are somewhat more "civilized" and make more use of armor and combat tactics.
I also want to add a new commander, who rides a dire wolf and can be used in conjunction with mounted goblin archers to harass enemy territory, with great mobility and especially vicious
So, together with all these great ideas and observations, I'm going to add a few more things when I can finish building and testing version 1.3
Thank you all very much!
1) On the subject of patrolling: Negative patrol strength actually seems fine when talking about feral goblins living in the woods. Undisciplined does already provide a penalty to patrol strength, though, so removing the general patrol bonuses and penalties should still leave most of the faction with below average patrol strength.
Also lowering their Precision to 5 would imply that they're basically blind, which is probably not what you want.
2) Goblina weapons and armor costing slightly more resources for what they do (or being slightly worse than human equivalents) would actually be totally fine and in line with other factions in the game if their base rcosts were brought down to normal levels. Lots of equipment in the game is straight up worse than others, that's just part of how the balancing and themes work, and it makes sense that the primitive goblinas don't really know how to use the resources they have effectively.
3) Why do they get Chaos Power and Sloth Power anyway? Yeah, I get that they're lazy and impulsive, but why do they get stronger when people around them are lazier? Normally abilities like Chaos Power are reserved for units like demons, entities that literally draw power from chaos. Do the goblinas have some sort of magical affinity for chaos and enervation?
Also, if you do want to keep the whole 'strength from scales' thing, I would like to humbly suggest removing Chaos Power but keeping Sloth Power and Chaos Recruitment; that keeps the thematic element of them liking Turmoil and Sloth scales but would make them less swingy when moving between dominions.
4) Is there a particular reason they have 3 recruit anywhere sacreds? I'd suggest that the Bulwark should definitely by capital only, given how rare they're supposed to be (in fact I'd suggest that they shouldn't be recruitable at all and should be acquired through events or a spell of some kind), but I'm just not sure what the logic behind the Defender and Executioner being sacred in the first place is, especially when there's so much overlap between the 3. (Defenders being the only bodyguards and/or easier to recruit in bulk would give them a much more viable niche when compared to the Bulwark).
Are they low level priests? Are they given additional strength through sacred rituals? Why is bodyguard duty seen as Sacred among the Goblinas?
I'm not saying there's anything wrong with the way them having so many sacreds, I'm just curious as to what the reasoning was.
5) Wait, the Blunt Resistance is from...? First: That sounds painful. Second: shouldn't all (or at least most) Goblinas have Blunt Resistance, then? They aren't exactly modest...
Also, why do the sacreds get Poison Resistance? I'm really not sure what the reasoning behind that is.
Also also, why do some of them get Awe? Normally Awe is more of a supernatural effect found on impossibly beautiful or majestic things. Is that what makes the Defenders and Executioners Sacred? Are they blessed to be supernaturally alluring?
6) The commander choices are a bit stifling. Only having one dedicated troop leader that costs 2 recruitment points and 160 gold (the same as the Sorceress) really makes it hard to lead large numbers of troops around, especially if you need to split them between multiple armies. The magic choices are also a bit underwhelming, being propped up entirely by Sabbaths; the only magic they can get at level 2 natively is Nature, which is pretty pathetic even for the Late Age, especially when they don't even have good magic diversity. Heck, even Ulm has better magic access than them (if only barely). Combine that with their terrible infrastructure and I can't imagine playing them without mass producing independents to fill out necessary niches. Now, maybe that's intentional, in which case ignore this, but I thought I'd point it out and maybe suggest adding a couple more options.
First, since the troop roster is already quite loaded, I would suggest perhaps making one of the standard troops into a cheaper, more spammable troop leader. I'd like to humbly suggest the halberdier, since they're redundant with the other polearm units and having mass produced hallberds seems a bit odd in a faction that's supposed to be this primitive (they would make more sense as a status symbol).
Second, they could probably use a beefier dedicated spellcaster. Perhaps buff the Sorceress (an extra random or two would go a long way) and make a weaker spellcaster for grunt duty?
I'll probably have to look at the Pretenders and spells later as well, but since you seem to have plans for them I'll wait for the next update.
I think it covers most or almost all of the points regarding your questions and suggestions regarding units and commanders. I tested it as much as I could, but well, it's a very long text and something can always escape review
1) Yes, the idea is that patrolling their forests is something they usually do, only the laziest of all not the ideal ones for the task.
2) Now the costs should be much lower
3) They receive power from both domains because they were forged and swarm in them. To a certain extent it could be said that they are like demons, in the way in which these domains or states of being and being empower or weaken them
4) Yes, the Bulwark now in v1.3 will only be recruitable in the capital, and their units sacred. Why is the bodyguard ability considered sacred? Basically because it's the job where there's the least "doing" and on the other hand, the important figures that they protect are carriers of fertility, literally venerated and considered the epitome of sexuality, fertility, and abundance. And those characteristics that the most important figures carry, make them even more lazy, and therefore even more venerated for their lifestyle.
5) In reality, their voluptuous bodies have all the credit, and the greater their devotion, the more blessed they will be, and this will be reflected in the resistance of their bodies.
As for the Awe, the only thing I can tell you is that yes, they are impossibly beautiful and majestic, didn't you see them?
6) I covered enough of these things that I had planned regarding the costs of the commanders, they should be more accessible now
I think all summons in the vanilla game have an upkeep cost of 0 gold. Perhaps it might be worth looking into this?
Perhaps a suggestion might be to make two versions of the units. A summoned version which has 0 upkeep, and the standard version that can recruited.
I don't find it enjoyable to have much less control of my economy.
Really cool mod, keep it up!