[0.98] Sovereign creation

I think that the Sovereign creation needs to be balanced, because if such an early part of the game is unbalanced (Warlock vs. Bandit Lord, ...) it results in a bad impression and reduces the replay value.

Professions:

- Adventurer: Sovereign starts at level 2 -> it should be possible to equip 5 magic items instead of 3

- Bandit Lord: Sovereign starts with 2 Bandits -> it should be 1 Bandit henchman with a short sword and a leather armor

- Hunter: + 50 % attack vs. Beasts -> + 25 % attack vs. Non-Humanoids

- Warlock: + 50 % spell damage -> + 25 % spell damage

- Warlord: - 50 % unit wages -> + 25 % army experience

- General: + 25 % army experience -> + (city level) attack and defense to all units if the Sovereign is in the city

Talents:

- Tactician: + 1 Army Initiative -> + 2 Army Initiative

- Scholar: + 10 % Research -> + 15 % Research

- Attunement: + 1 mana per turn -> + (city level) mana per turn if the Sovereign is in the city

- Wealthy: 1,000 Gildar -> 800 gildar

- Discipline: + 1 accuracy and spell resistance per level -> + 2 spell resistance per level

- Natural leader should be replaced by Precision: + 1 accuracy and critical chance per level

- Might: + 3 attack -> + 4 attack

Equipment:

- Gauntlet of Grazna: + 4 Defense -> + (2 + Level / 2) Defense

- Remove the staff

- Add more magical equipment like the Adept Robe

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Reply #1 Top

Hmm deja vu...

I think they first and foremost should take all the global stuff that they put on the sovereigns, and put those into the faction creation system.

Then create a more balanced sovereign selection system after that.

Sincerely
~ Kongdej