Re: Conceptual Balance Mod 0.92
I've been playing with the CB mod with Ulm on middle era. I have only SP experience, so bear this in mind in my comments below.
Pretenders:
I usually choose a rainbow pretender. Is there a rationale for the distribution of magic paths/abbilities to the human pretenders? If I recall correctly, the archmage in the CB mod for domII had a level in every magic path and a point cost of 150. I think something like this should be done with the archmage. The word arch is there for something. I suggest one level in every path except blood and a cost of at the very least 50 to cover the 5 additional magic paths. I leave blood out, because blood is a whole different story and does not really mesh well, thematically speaking, with the concept of an archmage, IMHO. A similar change should be done to the water version of the archmage.
And though I have never used the Vampire Queen, from what I have gathered the nerf on her was probably too much, so how about putting ethereality back in?
Units:
I have no great qualms with the changes in the knights and sapper's cost in both gold and resources. But isn't 40 g/1 res too cheap for the siege engineer? Although he has no armour or weapons, the siege bonus should cost something in resources? Just an idea.
From an Ulm user perspective, their master smiths could *really, really* use a boost in their random picks. I do not know if this is moddable, but an increase to 20-50% in their random pick seems reasonable, thematic and balanced.
Spells:
I dislike the national Ulm spell in the thaumaturgy, since thaumaturgy is next to useless to Ulm. Putting it in level 4 makes it a little better. OTOH I do not have any better solution to offer.
Summons:
This is not Ulm specific, but isn't 5N2D excessive as a path requirement for the summon lamia queen ritual?
Oh and before I forget, congrats for the work!
Best regards
|