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First, the rituals are economically decent. Both cost no resources and 2 actions, resulting in 3 summons every 2 turns.
The units are also not bad, the Terracotta Soldier is a respectable pikeman and decently sturdy, compared to human troops and specially your (economically viable) summons. The statue is actually great, outclassing even armors in offense and defense, at once again 0 iron, at the cost of being a tier 2 ritual (which is not actually a big deal for the enchanter) and slow (which is).
And by my accounts you will summon 13 of each before destroying the tile. The statues would compete with the Juggernaut for the temple or it's base value of 1 gold which is not a big deal, but I don't think 13 terracotta soldiers are worth a clay golem.
And the statue slowness would not be a big deal for any other summoner class, you could easily make a cheap summon every turn with the free action, but not the enchanter. Not only every summon is local sensitive, not one is 1 action except armoring flesh golems.
Animate tools is terribly strong. It beats out other economy rituals on pretty much every metric but AP cost. Enchanters generally have high prices to contend with, but doubling all your mines (and then, because you can afford it now, everything else) is just nutso bonkers crazytown. Enchanters aren't known as OP, so I guess they need this?
...
It kind of demands that you spam lesser mastery looking for it, and takes a lot of micro to use to its potential. I don't like those things. I'd really like to see it limited to one per tile... maybe buff it somehow.
Ought to give em a stone throw attack so they aren't so bad at their jobs, and make them midrank so they stand on the walls, where a gargoyle belongs.
I could see the ritual having gem cost shifted onto gold, so that it actually has you choosing between it and something else.
I could also see it being fine as-is if other T3 kit gained a gem cost. The rituals that consume a library to teach a golem magic are quite nearly unpickable, IMO. I think they could lose the library requirement with a higher cost that includes gems.
Currently this a level 2 ritual that, while cheap enough, gives a very small benefit. Disappointing to research and hard to justify spending precious enchanter AP on. This buff will give it a reason to exist that fits in with tier 2 army building. It also opens up some space outside golems to fill a mid-game army.
These deposits are a smaller sacrifice to make than a surface mine, but IMO that's fine as a reward for getting enchanters to Agartha.
Gold is maybe the odd duck on this list, since this change would make it significantly easier to access gold golems and possible to get more than one, where it currently isn't. I'd say it's fine if you increased the ritual's cost--you could even make it more expensive on gold deposits and less on gold mines using a tile discount.
One aspect of this is a bit "up in the air", I do intend to keep the Enchanter's built in Agartha access intact, but Prospectors may be migrating to Guildmaster as they are a natural fit for the Mining Guild. Still TBD, but worth noting that the means of accessing the underground ores may be changing a bit.