#The Tome system is not very interesting
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I overall enjoy the Tome system and think it is fine. I am also thoroughly in the camp of: the game ought to end 15 turns after unlocking tier 5, everything else is post game shenanigans.
I do have 2 counterpoints here though, the first is that there are absolutely scenarios that invite playing for a different win-con and thus end up possibly extending the game past the above. The story realms here being a clear example, you might want to play on to see all the story beats. Which leads to:
I do feel that the scaling of research in the upper tier ranges is a bit too slight. I almost always have tier 4s and 5s just fly by within 1-3 turns, with nary a concern for tech length. This does undervalue the feeling of cool, strong magic a bit, it kills a bit of the exclusivity and anticipation of researching these really powerful spells. And this is all without really trying at all. Few days ago I watched a stream from Amikdara who pushed the research much more that I usually do and she got to 500+ within something like 30 turns. If I was doing that I would easily pop multiple research options in one turn in a late game which feels a little too much.
This reminds me a little of the AoW3 launch, where it was pretty damn easy to tear through the entire tech tree as well at launch, this was later scaled a bit more for the better I feel and I think AoW4 might benefit from something similar.
Can't outposts already build teleporters with the empire upgrade? Pretty sure I did that in one of my games on continents
You can... 🙂 it takes gold and 3 turns to complete
Probably RP slight decrease will be of help...
In my experience the over abundance of Heroes which you can take out for 50RP per level really helps speading up high tome unlocking
I forgot about shadow farming, yes, the above was written without that in mind even 🙂
It is to early in the game with minimal investment in shadow
You are not playing enough as you used to 😉
the trick I feel here is to not overdo scaling at the lower levels, you do want tome diversity as a possibility for the adaptability it encourages.
sorry, that was an ugly sentence 🙂 quick minor edit
Actually halving the Shadow farm from 50 to 25 would be an elegant solution for high end snowballing
In retrospect, I think this is because I always get teleporters via tomes. I got it a couple times but never actually realized outposts can already do it. Sorry for the derail.
I think outposts require the general affinity perk?
even if you got a tome with them, not 100% actually
That's okay 🙂 and yes it needs the high end general perk (teleporters)
It must be that. I get tome of Teleportation almost every game so I skipped that upgrade for like the last 2 weeks.
SOme of the tome upgrades i find them either redundant or lackluster - so i skip them 😄
Also for teleporters i make sure to build one which can be used by more than one city
And yes Outposts for mobility
But yeah back on topic, I think the research explosion issue would, if resolved, also solve a lot of the issues OP mentioend.
Even moreso once we get more dlc tomes.
I agree it should be reviewed, and i agree that it should be focused on T3 tomes and higher (T1 and T2 are okay)
Well, the stat of grabbing a bunch of low tier tomes is kind of OP right now in MP apparently. So I don't know if it's actually okay. Grabbing 1 extra tome in a tier seems fine. But I've been seeing posts of archers with flaming arrows, poison arrows, spawnkin, and the astral buffs hitting for like 120 damage in a volley. and that's t1 units.
That ALSO seems to somewhat make tome/faction identity get somewhat diluted. But I wouldn't want people completely on rails either. Ideally it should be a balance so staying in low tiers feels costly without being completely worthless either.
That's okay because T1 units are weak... You can easily kill them and they are more GLASS than cannons... Plus T2 units most of them have AoE which really helps chipping away those T1
To a point. Remember there's some good AoE heals, and also a racial trait to reduce the damage penalty from casualties.
Getting multiple T1 tomes before T2 should be a viable strategy because you sacrifice precious time even in MP
oh no, those Dusk Hunter monster stacks are absolutely artillery cannons
My (limited) testing shows that's still absurdly damaging.
they kill tier 4s no problem
Also enchantments cost mana... not necesseraly you have the economy for this
I feel like archers are a special case. A lot of enchants feel not worth it, but archers can alpha strike very hard. Part of it is crits negating misses, but I believe I saw a dev mention they were looking into that?
That was fixed in Planetfall so I would be extremely surprised if they're not going to do the same fix from last game.
yeah it's caused by AoW4 being based on an older build of Planetfall I believe, so the crit fixes that game got near the end weren't part of it
Archers (90% of them) have a huge weakness... If you move you get at least 33% reduced DMG (same with battlemages but not that exact case due to special abilllities)
bit of a "they probably thought that was already in" kinda thing
but unravelling those kinds of balance issues, thought not fully unrelated, do feel like they might stray a bit off of the original topic
With dusk hunters and the tome of enchantment their range buffs make it a nonissue.
Overstacking Arrows is not that OP as it sounds.. I find the issue with battle mages more of a concern because you always have to go for 2 particular tome for frenzy and focus
Throw 1 or 2 melees in front and it wrecks.
I think we're veering off topic. Want to switch to a different channel?
Still you get penelised by shooting over other units and enemy is not an idiot to charge you like head on without zero strategy
archers die well by battle mages
Yeah we are derailing...
Seeya in general 2
I just wanted to say i appreciate the attempt to understand and defend a point of view you don't even share here
uh, I actually played with them - once - and they were a major nuisance, but really did nothing but actually prolonging the game for us (very much) as instead of being able to focus on destroying an enemy you now had to additionally exterminate spawns over and over and over again; so I don't know how you think this was planned to shorten the game
i thought there was a wincon attached to voidbringers
i guess they were just a map shakeup then to prevent the situation from getting stale
🤷
yes, mopping up a few nests, then wait, and then destory their HQ to win the game
but depending on your location and your enemies who chose void bringers it was easier to just rush to their capital
also if you destroyed the nests, but your human ally didn't in MP and you destroyed the void bringer's HQ you win, but they are stuck in an unrecoverable state as they didn't fulfill the wincon and the whole session is busted
I mean most people aren't able to realistically clear a max tier ancient wonder until they stacked up bonus over bonus on their units; so yes, the game basically tells them "hey, there's still content to be had here"; so why would they want to "quit" at that point?
i find it hard to believe that it takes t5 tomes to reach enough bonuses
surely by the time you have 2 t3 tomes your number of active enchantments gives you the power density you need
i suppose if casualties are considered unacceptable and also you are not very good maybe it's a problem
idk i suppose i haven't tried my hand at taking high level wodners much
maybe i'm underestimating them
It depends on type of wonder and auto vs manual.
That one tree with the horned gods constantly summoning vines is actually tricky for ai. Cause you know how bad autocombat is vs vines...
The ones with the Lost Wizards are also hard to auto battle. I once lost four armies and only the fifth was able to capture it.
Lost wizads if more than one - unless you have good resistance in your army are hard to take down without casualties...
normally Gold Tier Wonders i clear them with either All T3 units plus High level hero or something tougher
After T3 tomes you have the potential to clear them
<@&947815420835016775> can you lock this one as well then? The moment #1110390948187348993 got locked he jumped in here
I didn't. Point is i agree with NINJEw that you don't need T5 tome for clearing gold wonders, because the system gives you options to clear them faster should you have the skill. In it self that's the beauty of the Tome system - gives you options and it is modular for expansion
sry, mispell. Meant to say u wasnt muted
On auto battle? My first two attacks were also with t3 units and high level heroes. But when there are two Lost Wizards in defense and 3 waves of reinforcements are participating in the battle, the auto battle can be surprisingly unsuccessful.
before entering normaly there is an option to take some advantage and delay waves... without that i am not sure you can do it 100% each time
Yes, I did 🙂 Otherwise I wouldn't even try. There was just a moment in the game when I cleaned everything around me. And only this golden wonder remained. Therefore, I decided to try to do it in several attempts, because there were many troops that I wanted to exchange for higher tiers. Therefore, I started with the strongest armies to inflict as much damage as possible, and then I wanted to finish the work with weaker armies. The one of last battle was the funniest. When there is only one Lost Wizard with 1 HP left. And I thought that a 5th-level hero with a t1 army of legendary rank (it was a shame to lose legendary ones, so I left them for last) would be able to finish him off. And it turned out that I thought so in vain, because the autobattle was lost and I lost this entire army and hero.
wonders, as with other marauder stacks, scale over time; though max tier ancient wonders start already with a stack that has about 1500 army power
most people only reach something comparable on a single stack when they're way through a lot of tomes
I had to wait for my leader to respawn and build a new army of t3 units to finish off that one Lost Wizard.
the thing is. I watch how AI play auto then i check can i do better. Sometimes the AI plays way more aggressive than i would like to, BUT could be a better way than i can in this particual battle… You need units from tomes with good resistance to clear lost wizards, and… LUCk… those dudes are too random at times with their spells and forbidden tome trait
I know it. But they still have additional rules and buffs that also greatly affect the battle. Especially if it's automatic combat. AI is not able to understand, for example, that reinforcements are not important and you can win by finishing that one unit. There is also a lot of randomness with the skills of Lost Wizards or other t5 units. These can be really weird things that auto battle can't handle.
If we talk about the battle in manual mode, then for this you definitely do not need to wait for t5 Tome of Magic and in manual mode you will be able to win earlier and with a less powerful army.
I know that, but the game doesn't tell you that, it actually does the opposite with its "very risky battle" evaluation and army points
this evaluation does okay for auto combat, which there again is nothing to tell new people that
if you want to design a system that's good for everyone you need to look at more play styles than your own
I wrote
most people aren't able to
not "I am not able to"
currently newer player, casual player, or player who just like to take their time are all running into the issue of the game giving you too many options, or options which they actively do not want with the current tome system
can we take this topic to general chat?
It is going off tolic of how tomes are interesting to - player capability to win gold tier wonders?
tomes are the main way to advance in the game, thus more tomes equals stronger armies etc
Things I'd support from this & other thread:
• Repeatable lategame research, so you aren't forced to choose another tome in super late game/victory lap situations. (Possibly make this unique per culture)
• More tomes with DLC - makes it less likely games with many players end up choosing the same upgrades, could include soft counters for currently strong tomes
• More cultural research, be it spells, buildings that give perks to produced units, units themselves .etc
• Minor Transformation Cap (say 6) per race - (Having the transformations would still be useful as you can transform different races in different ways)
• Possibly making Scion of Flame/Frostling mutually exclusive like Spawnkin/Supergrowth for thematic reasons
• More Diplomacy - Accepting a peace deal only to have your ally call you back into the war feels weird. Perhaps your ally shouldn't be able to call you back in for 5 turns to allow a bit of time for another peace deal? (more like a cease fire)
• Balancing some of the more overpowered tomes/research.
• Possibly nerfing runesmiths/ancient wise ones/astral insprition and some of the research empire skills - Someone in the other thread explained you could get T5 tomes by turn 35, which if true seems too strong when stacked.
Things I'd oppose from this & other thread:
• Restricting tome picks from multiple/opposing affinities
• Slowing down/speeding up research based on number of tomes/affinity of tomes
(Both would unfairly hit certain builds or punish adapting on the fly, or be a huge buff to playing single affinity)
Perhaps your ally shouldn't be able to call you back in for 5 turns to allow a bit of time for another peace deal?
a truce is 10 turns, if you set it to 5 you can still be called back to war while the truce is active, thus accepting marks you as breaking treaties, and rejecting is breaking a treaty and rightfully marks you as such
will reply in general as don't want to derail thread again - that wasn't what I meant, maybe I phrased it badly: