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There are a few skills that are either purposefully optional or are meant to not get 100% of their use most of the time(The Drakken skill that can give everything is an example of that).
Id be interested in a list of skills(or governors) that stand out to you as having too many perks, that way I can look exactly at the ones you have in mind.
Looking through it myself...
Mykara, maybe - they are very specialized on being a "big city gov", similar to cult.
Vaulter are a little bit general. The rock skill is fully optional, though.
Drakken are a bit weird. Lay of the Land isnt meant to be minmaxed - it gives you some useful stuff in every city. But they have a lot of conditions to be powerful.
Sisters may be a bit unintuitive, but they are very simply a military governor. Best for creating unit and to put into a conquered city.
RC have an optional desert-path, but I plan to rework that.
That is, this is not a balance problem, this is a game design problem, if I may say so.
But in mode there are too many effects for each governor, it is impossible to fill them out and keep them in mind. Lots of perks and lots of effects. In vanilla there were about 10 effects, now there are about 40 of them (considering that many skills have 3 effects). I'm unlikely to use even 30% of them because I simply don't remember them. Im not a HOI4-type player, and this game is not HOI4-type too.
>I cannot make governors focus too hard on a single thing
You don't have balance problems; The mod works great with this. And you don't have to force them to focus on one thing. Even in vanilla there are heroes who do everything - cultists. There is also no problem with the conditions “bonus A will only be provided if condition B is met.”
What I mean is that the problem is that there are too many perks, too many effects in one perk, and also too many conditions for each hero. This all adds up to each other, enhancing the effect. All this together is difficult to keep in mind. I mean, there are like 5-10 perks in the vanilla version, right? Most often, a perk has 1 effect, less often 2. Conditions are also rare. In total, this is a maximum of 10 effects that you need to keep in mind.
I think the generals are pretty decent.
I think most govs are actually quite focused. They do not focus on a single thing, but have usually 2-3 notable perks that usually feed into eachother. I liked to make optional routes for some trees to get some niche boni that can be great if you are able to properly utilize them - like the water-boni from Drakken or the Rocky Terrain skill the Vaulters have.
I cannot make governors focus too hard on a single thing. That leads to great imbalances due to everything being multiplicative. So thats why some governors get a small amount of different parameters. Spreading out parameters allows me to put more power into the governor without running into multiplicative power problems - eg. I couldnt give the Drakken yet another Influence skill.
If youve got some details as to which things bother you, I can think about a patch.
You have a wonderful mod (and I really use it) for rebalancing units. And this is an example of a good design, as it is easy to remember. Hydra is given regeneration, and that's all - but it's already enough to make the unit more interesting. No multiple conditions and tonns of perks, it's easy to keep in mind and build a strategy. It seems to me that a similar approach would be better with heroes. Reduce the number of perks, reduce (slightly) their variety so that there are fewer conditions and variables that have to be kept in mind.
But the mod has a problem, which is why, after a few games, I don't think I'll be able to use this mod in future games.
This is an extreme overload of skills. Skills 1) often affect 2 or 3 parameters, which is a lot, and 2) the total number of skills and their parameters is excessive. In the original game, simplicity can be traced, for example, "The Forest Walker increases production, the necrophage increases food, the cultist increases everything except food and products, but slightly worse than the heroes specialized in one."
Any already existing skill that got changed is considered by the AI. It's only completely new skills that they do not "see".