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FfH Paring Questions

Drop Defender Completely and turn "Magic Resistant" back on? (nonArcane units get Magic Resist promo for free)?
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Sareln Wrote:Yeah, I should've put a key on it lol

Here are the trait changes that I'm contemplating:

Financial: Boosts 3+ commerce tiles instead of 2+
Raiders: Lose Commando, Gain Mobility on Mounted, Recon unit lines
Organized: Lose Command Posts, Gain Double Build Speed on Basilicas, Walls, and Palisades
Defender: Lost Double build Walls, Palisades, left only with Homeland promotion. All leaders with defender need another trait.
Financial - here's an alternative take on the trait. At the moment it's the only trait that feeds on map tiles. Wouldn't it be better to decouple it from the map and make it give something like +10% gold modifier to a city? It would still be strong, it would loose it's impact on research and rivers on a map would turn into less a balance problem.
Raiders: Loose Commando is good, mobility on mounted and recon only breaks Mahala and anyone who wants to use melee a lot. Maybe Bounty Hunter and/or March trait on all units?
Defender : Either scrap it, or make it give Drill again ( City Garrison for archers ? )

Quote:I also noticed that the Doviello leaders only have one trait each. Why is that?
That's a very good question. Lore-wise Charadon fits Charismatic and Mahala Creative. All modmods give them another major trait.
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Another idea you might consider - how about keeping financial the way it is but add in 2 other traits that follow the same pattern? Something like this:

Industrious - If a tile makes 2 hammers, +1 hammer on that tile.
Agricultural - If a tile makes 3 food, +1 food on that tile.

Then with these two traits we could get the big 5 traits:

Adapative, Agricultural, Financial, Industrious, and Raiders

Lets make these traits 2 points and all the others 1 point. Then all leaders must have 3 points worth of traits. This would prevent any leader from getting 2 of the big 5 but let them keep their power. Traits such as Sprawling and Agnostic should be placed on the civilization not the leader. Only Insane should stay on Perpentach because that's what makes him awesome. So some example leaders might be...

Mahala - Raiders, Ingenuity
Charadon - Aggressive, Charismatic, Barbarian
Ethne the White - Creative, Spiritual, Defender
Einon Logos - Agricultural, Philosophical
Sandalphon - Agricultural, Charismatic
Cassiel - Philosophical, Charismatic (Adaptive)
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Sandalphon is still useless with ind/cre/def though

he needs something better

Edit: Could give him philosophic. It's fairly redundant because of waning, but the wanes can't be used for bulbing/rushing/etc, so the phil could help him get more out of his a bit stronger specialists
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I like DerWille's idea, although industrious would be way too powerful (plains forests would be three hammers just starting off, and plains hill capitals would be absurd). I say make the +1 hammer after you already get three from a tile, so only mines, workshops, plains / hill lumbermills, and plains forest hill tiles are boosted (plus of course those with resources).



Magic resistant is too weak to stand on its own as a regular trait, but I think also too useful to be cut out of the game entirely. I'd either combine it with Defender, or make it a 1-point tech like DerWille suggests. Maybe even just worth .5 points, along with Defender and Ingenuity.



Raiders without commando really isn't... raiders. I'd leave it unchanged unless you give free mobility to everything.


What Sandalphon really needs is Charismatic, Spiritual, or Arcane. All of them fit the lore (well, maybe not so much spiritual, but whatever :P ). To avoid pigeon-holing a particular One True Path to waning, I suggest giving him Adaptive so that you can select your own.
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Charismatic/Industrious/Adaptive

Cha is the one he stays with, and he can switch out from Ind if he wishes

maybe?
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Well I think adaptive on its own would be enough without getting charismatic too. There's a second "minor" Sidar leader who's included vanilla FFH- she shows up briefly in Dain's scenario. If you brought her into the main game she could have something like spiritual + arcane while Sand Dolphin has philo + defender + adaptive or charismatic + philo.
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yeah that could probably work

How about Phil/Ind/Adaptive for Sandalphon

though idk how much use Ind is for just the first 70 turns (on quick anyways)
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Cassiel already has those traits, though.
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I meant to ask, how does this compare with fall further (which I have not checked out) which I understand is an attempt to balance FFH2
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