I think it would be really beneficial if city enchants did NOT scale with the essence in target city, so a city enchant in a 1 essence city is worth the same as a city enchant in a 3 essence city.
This will also help make grain and materials a noteworthy resource once again, instead of everything being about essenceI don't mind essence being important, but essence being so awesome that grain and material takes a step back and become next to worthless is really sad.
Another idea by Madcatter is to let city enchants scale per level, I will put initial thoughts up on this (plus clean up a little, to remove ideas when two different ideas represent the same concept.)
I will come with suggestions for what the spells should do when they are not scaling with essence:
Unit Boosters:"Aura of Grace: When enchanted city trains a unit, the trained unit gains +2 initiative" - Would be awesome if it was given a +2 initiative trait also, so we can see what units was trained with this buff more easily. - Trained units gain +1 initiative per city level."Aura of Vitality: When enchanted city trains a unit, the trained unit gains a +4 HP" - Would also be awesome if this was given as a +4 HP trait, so we can see what units was trained with this buff. - Trained units start with 1 more HP, +1 per city level. (level 1 city boosts with 2 hp, level 2 city boosts with 3 hp)
Economy Boosters:"Avarice: Enchanted city produces +3 gildar per season due to the drive to make money" - or percentage bonus "Avarice: Enchanted city produces +20% more gildar each season due to the drive to make money" - Enchated city produces +1 gildar per season for each city level."Enchanted Hammers: Enchanted city gains +1 Material" - Alternate version could give +10 production. - "Enchanted city gains +10 production due to the population working tirelessly" - Enchanted city gains +4 production for each city level."Inspiration: Enchanted city produces +2 research per season" - or a percentage bonus "Inspiration: Enchanted city produces +20% more research each season due to a rush of inspiration affecting the scholars" - Enchanted city produces +1 research per season, per city level."Meditation: Enchanted city produces +3 mana per season" - or a percentage bonus "Meditation: Enchanted city produces +25% more mana each season due to the native channeler's in the city focusing the magical energies into raw mana" - Enchanted city produces +1 mana per season for each city level."Nature's Bounty: Enchanted city gains +1 Grain" - Nature's Bounty: Enchanted city gains +60 food, due to the magical energies affecting and reinforcing crop growth - Enchanted city produces +30 food for each city level. - Enchanted city produces +1 grain for each level."Gentle Rain: Enchanted city produces +25% more food due to the magical energies controlling the weather, to create the perfect farming environment" - Enchanted city produces +20% more food for each city level."Pit of Madness: Enchanted city produces +3 research per season, but suffers a -1 growth per season, and units attacking enchanted city will be struck with fear" - Enchanted city produces a +1 research per season for each city level, but suffers a -1 growth per season, and units attacking the city will be struck with fear."Sovereigns Call: Enchanted city receives +1 growth" - alternate: Enchanted city receives +2 growth, but a 10% penalty to production due to resources needed to build new houses. - Enchanted city gains +1 growth for each city level - Another thing you could do is to make this percentage based, to keep prestige being an important attribute, instead of being made useless by a spell taking its job. - Enchanted city gets a +50% bonus to growth. - Enchanted city gets a +20% bonus to growth for each city level.
Other:"Blood Sigil: When enchanted city is attacked, all defending units will be under the influence of Berserk (Lose 1 hp per turn, but gain +3 attack), and attacking units will be under the influence of Wither (-3 attack)" - No real change to this, re-described it to my own liking I don't have access to the other spells right now, so please type them up below with description and I can give a suggestion to the balance.I can also work for some more interesting descriptions if there is a need for this Hope you guys agree though
Sincerely~ Kongdej
I really cannot follow this logic...
This is the way I would like it:
1 essence = "normal" near shards and such. You are literally guaranteed to have one near your starting position. But only about half of city all locations have such a spot.
2 essence = very rare, Perhaps occurs only near dragon lairs. Perhaps reduces grain by 1 in the tile.
3 essence = Wildlands around monuments/special locations. The best of the best.
Then you can keep the spells very strong like they were in 0.950. Noone starts with a 2-essence city so act 1 is far more balanced in progression.
Would also be a very interesting system Hopefully these things are moddable, since I don't think the devs have the same idea.
Good Morning
Not going to say much about the individual spells and how they should or should not be balanced because, quite frankly, that topic can't be discussed to any great success until the topic of availability of essence is resolved.
Over all the threads I've read and opinions for difference people online here, I'm a little surprised to see a divide on the topic, considering that all have given fantastic ideas over the past several monthes.
I find myself falling in crowd #2. Essence should become more available, however not more potent. I'll explain why (or at least try to).
In FE's current game balance, enchantments can make the difference between a surviving and thriving society or a dwindling, extinction of a race. I really find myself liking that aspect of the game. This is a game focused around the concept of magic and a planet that has just underwent a major cataclysmal event. The raw elements of shards, wildlands, and magic have been unleashed upon the world by the acts of the Titans. Hense, if your faction doesn't have sufficient access to these, it's going to die.
If the enchantments become less potent, it reduces the need for essence, which in turn reduces the need for the mechanic altogether. Logistically, I don't see Stardock doing this after spending so many man-hours incorporating it's function into the game. It's going to stay as is, or become more even popular. I also don't think Stardock plans on removing the 'scaling' factor that enchantments have with essence. It seems quite core to the mechanic that they are implementing.
If the enchantments become more potent, the need for essence increases such that if you don't have it, you're finished. As seanw3 nicely put it, the game becomes "Elemental: Random Essence Simulator 2000." That said, I really can't see the spells becoming significantly more potent than what they currently are.
In the end, with the exception of a possible tweak hear or there, I find the enchantments available to be adequate in strength...so long as you have the essence to back it up.
As such, I find wanting to availability of essence to increase. However, they've got a really good system going by naturally providing essence. I like that my capitial gets to be special with 2 essence and that most other sites generally provide 0-1 essence. Currently I see too many 0's and not enough 1's, but we also don't want every city becoming a conclave just because it's the 'best' option.
That's why I've previously proposed, and will do so again (mostly for critical comment towards the idea) of having an artifcial way of providing, at most, 1 essence to each city:
I can see this having several benefits:
Possible concerns:
Anyways, that's the way I feel on the issue of essence. Comments and questions always appriciated.
Cheers.
I think this post could not be derailed any more, I was advocating that enchantments be powerful, but not scaling with essence, so 1 enchant is still powerful in a 1 essence city, but isn't ludicrously powerful in a 5 essence city.
I would really want to see enchantments be powerful, honest, but I am not liking the scaling of everything.
Now this Firefly is just putting words in my mouth. No I am not advocating essence be rarer, I don't mind essence, I was saying Heavenfall's idea was interesting since it would be a balancing factor in starting location and essence.
I would enjoy if most every starting location had 1 or 2 essence, 2 enchants feels like its the sweetspot for good enchantment customization in a city, and 1 feels like it would be nice to be able to switch out this battery of benefit once in a while.I was hoping that 1 essence cities would be much more interesting, while 5 essence cities not be totally overpowering.
I gave the list of enchants as an idea of what I think would be a good place to try out starting balance, those on the list seem decently powerful, but not doing so I must have Air level 2 to create a proper army, due to air level 2 in a 5 essence city means all my trained units gains a WHOPPING +10 initiative, permanently! This is a ludicrous benefit!And it is accompanied by the city gaining +25 production, +5 grain, +5 research each turn, and +5 gildar each turn, taxes become redundant due to the massive gildar boost, grains is obsolete since essence is plain better, the one with the most essence wins the research race, and I will have always have a viable production no matter the material base of the city, essence is just plain better, and by miles than both grain and materials.
Individualism is soooo... pre-transhumanistic. I consider myself more a part of the Collective.
Whoops. Sorry. Reading your posts in this thread gave me the impression that essence was too powerful for you. My apologies if that is in fact not the case.
Resistance is futile.
No one likes my idea? [e digicons]:'([/e]
Hi Firefly I'm not sure if I want essence to be more readily available but I think starting locations should balance it out as 2 mana starting locations are pretty strong. Maybe one essence sites should be a little more common and 2 essence sites should be rarer, I'm not sure.
I think the main culprits for exponential increases are oracle and scrying pool so we should just make those harder to get IMO or balanced in some other way - they could always stick a crystal cost on scrying pools for example. Oracles could come with a penalty or be raised to a higher city level.
I don't mind the multiplier (2 essence isnt so bad) but it should take real effort to get to 3/4 essence.
There is a simple solution to his original concerns... which I have mentioned elsewhere.
Simply make it so that enchantments have a base value, such as Enchanted Hammers giving +4 Production, +2 Production per essence. This makes 1 essence valuable and lessens the bonuses from having lots of essence.
So an idea just popped into my head concerning City Enchants but... How about Enchants that increase with City Level? That would not only solve something uninspiring buffs by allowing them to improve later on, but also help alleviate some of the number of cities vs. high quality cities issue. e.g. Inspiration on a Level 1 City grants +1 Research per turn, on Level 2 City grants +2 Research per turn, etc. Not all effects should be multiplicative, especially for something like Sovereign's Call which becomes mostly irrelevant once Lv5 is reached (it could instead switch to a Prestige bonus for universal growth).
This makes Essence more linear than exponential as more Essence only allows you to add more "Enchanted Traits" to a city and it'd still be up to you with regards to leveling the city itself. It also makes plots with Essence 1 far more useful than they are now.
Thoughts?
As I read this... I really like this idea! thanks for your input, that is fantastic! Edit: I put suggestions in as subnotes in the original thread, about which bonuses I could think of, also
I like it too. It actually highlights a problem which is that essence spells are just so powerful in the start right now.
Updated original post with a percentage idea on sovereigns call, this would make prestige still valuable, but make the spell boost growth in affected city.
Ditto! Really like the scaling by city size ideas!
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