First off, thanks for the feedback. It's going to make a difference in the next build.
Orion wrote:Is it intended that Granfalu prefers Cold 0? IIRC even Bogarus prefers Cold 1.
No. I should definitely do something about that. Cold 2 feels appropriate.
Orion wrote:What's the deal with Frost Knights? A lot of nations have sacred heavy cavalry in 50g range, you're asking me to pay 60 gold for a non-sacred. Lightly-armored heavy cavalry that isn't faster than my infantry, and can't fight effectively outside dominion.
They are priced kinda arbitrarily right now. My intent is to make them something that can be recruited more than regular knights (I reduced the base resource cost, though the increased cost of ice armor may more than offset it) and/or something super tough. Last I checked, the HP for Frost Knights was 15, a bit above normal, but I welcome ideas for turning it into a better / more balanced unit. For now, I'll reduce the gcost.
There's currently a hero version of the Frost Knight, if you haven't seen it yet.
Orion wrote:Leadership values are wacky. First off, nobody has better than leadership 40, and your mages have leadership 10. This is bad news for a faction with 11-resource archers and 9-resource linemen. Second, Seraphines have Leadership 40 now for no reason. Throw something in he fluff text justifying that. Third--it's totally nutso that the Paladin, an expensive military man who has the organizational skills to mount inquisitions and patrols, has leadership-40. Give him 80 or even 120.
Good ideas, I hadn't really thought about leadership values till now.
Orion wrote:EDIT: I have some concerns about how far their magic can get them.
I'm a very novice player, but my understanding is that even in the Late Age, most factions have access to level-3 mages in at least one path. Granfalu has a 1/160 chance of A3 or W3, and then nothing. The only comparable faction that springs to mind is LA Ulm, another stealth communion nation. Ulm has freespawns, Blood, and greater path diversity. Meanwhile Late Caelum has easy A3s and D3s.
To look at it another way, apart from communions and clams, what can Granfalu do out of the box? They can't forge Air Boosters, can't forge Robes of the Sea until they get Water Bracelets, can't climb the Nature ladder faster than anyone with tribals, and don't have enough astral to forge any boosters either. There's no way for them to get to high-end forging or rituals apart from their pretender, in any path.
I intend to give Granfalu a higher-power mage, and also one with a Forge Bonus. The High Seraph is going to have 2 paths at level 2, some randoms, and maybe 1 more at level 1. Still thinking about the specifics. If I go with Akula's ideas for the Starlight Crafter, I think it'll have a Forge Bonus of 15 and 2 paths at 1.
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The units currently slated for addition in v0.4:
- High Seraph
- Flying Light Infantry
- Flying Heavy Infantry, Glamoured, Sacred, Cap-only
Units planned for v0.5
- Starlight Crafter
- Sixfold Angel
- Great Seer (Hero)