KGB wrote:LPhillips,
Siege: The number of maps with high defended neutrals is VERY low. 95% of maps use the default 1 unit defender. Yes, in cases where neutral cities have 5+ defenders a case can be made for early siege. But those are so rare that it's more worth noting that as an exception rather than a rule of well balanced production including siege units.
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Yeti: I fully agree they should lead others for a cost of 2. Not sure they need a fear factor as high as 5 since Mammoth already has that much. Maybe a 2 or 3 Fear factor tops.
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Crusaders: I could care less if their UL went to 2. I'd never make them for UL when I can make a scout instead for 1/10 the cost. It's a nice extra bonus (like the Yeti getting a small Fear value in snow) but not a make/break to get them used more. They either get made for their Morale on small/poor maps or they don't get made at all.
KGB
KGB,
I don't want to make a heavy argument for siege against neutrals. My argument is more along the lines of siege being cheap, easily produced, and readily available against players who use city walls and towers. It's a bit odd not to recognize the argument after you pointed out how a +10 city was so dominant early in our test game. If your opponent had occupied the city first, you'd have found that (probably plundered) catapult to be invaluable. I also think it's very important not to ignore the fact that cities can (and often do) contain more than 8 defenders, so siege is sometimes a better value than morale even if it's only negating 5. It's not in 8 vs 8 combat that siege gains its heavy edge. And now we're seeing a lot more map construction based on balanced, sound principles including defended neutrals and accessible towers at key points. I don't think I need to stress how important a +10 or even +15 guard tower is in the right place. If you want to seriously discuss neutrals and expansion, I really believe we'll see less and less examples of "kill one dragon for free production" in our maps. I have already noticed the changes. And we don't have enough official maps for you to throw out that "95%" statement. I know of 5 right now that use better employment of map settings than that, and I doubt there are over 25 approved maps
Yeti at 5 fear would have to come with a slight cost increase. But then it would only be active in Snow terrain. (Time to take a moment to feel relieved that the "invisibility" perk didn't make it in.) Mammoths just provide +5 morale, not fear. I don't think they are relevant to the argument. Unless you're suggesting that Yetis leading at 2 with a +5 bonus would edge out Mammoths. Mammoths are rather useless for attacking cities, so they're just like big taxis. Yetis with +4 or +5 fear on snow only would truly be limited to snow combat, so maybe they could retain +2 in other combat? Much like the Krakens' multiple bonus levels.
To be honest, I'd love to go with some more fun mechanics like Yetis gaining +1 fear swarm bonus on snow. 5 Yetis for 5 fear! Or a simple banding bonus on snow only. But some people would undoubtedly flag those concepts as a bit too steep in learning curve.
I'd just like to see the Crusader serve its purpose better. It's not even worth diverting them to use +1 UL even when they're conveniently nearby. They're just a cheap, easily produced support unit for poor maps as you said. It would be nice if they were at least good at "crusading".