Original Post — Direct link

It would balance them without making them op, while still keeping tribes like bardur balanced and where the devs want them to be.

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19 days ago - /u/Zoythrus - Direct link

Originally posted by RedditIsSoBad69

You could make roads 2* again for everyone and boost yadakk back to being good.

Honestly, special tribes are OP and if you play above 1400 ELO 95% of people will be using them (Aquarian on Continents, Cymanti on tiny Dry lands, Polaris on arch, etc).

As much as I didn't want to think so, I have to assume that is by design now. You have to buy special tribes if you want to be competitive.

Because fixing the balance with small tweaks is too f**king easy to do, and the devs just refuse to make changes. So this is how they want it to be. It makes me want to quit playing the game again though, but I guess they already got my money.

I can say that we are fully opposed to 2* roads.

They were just too powerful.

19 days ago - /u/Zoythrus - Direct link

Originally posted by ButterscotchLow7330

I don't think the dev's want to have tribe specific interactions like that.

Roads should be two stars imho, but only in your own borders. Which has been suggested several times, and would help out Yaddak quite a bit.

Hoodrick unironically would benefit from having a warrior start instead of an archer start.

If roads were to ever be 2* again, it wouldn't be inside your borders.

That was one of the main issues and reasons we nerfed them in the first place.

Roads were too useful for only being 2*.

19 days ago - /u/Zoythrus - Direct link

Originally posted by Play-Expert

2 stars for roads was too powerful, that being said with nerfs to forestry (which were needed) bringing back chop for 2 stars could give tribes like vengir, xinxi, and hoodrick enough early game breathing room againt cymanti which ussally just smothers them with boosted hexapods on small/tiny maps.

We did that once.

There was so much Knight spam...

19 days ago - /u/Zoythrus - Direct link

Originally posted by ButterscotchLow7330

That makes sense. What if they were 3 stars in your borders and 2 stars outside? Would that be too strong as well, or have you guys thought about that as an option?

I totally understand if that's not something that can be answered as well.

Ultimately, we like it at 3*.

We may buff underperforming tribes, but if we do, it won't be through road and hut costs.

19 days ago - /u/Zoythrus - Direct link

Originally posted by ButterscotchLow7330

Thanks for the reply. One last question, if its not too much. Do you have a specific map size/type that you shoot to have them the most balanced on? Or is that not something you consider?

Yes, Normal Continents

19 days ago - /u/Zoythrus - Direct link

Originally posted by Stuff8000

Interesting, thought it would be lakes

Lakes came much later than Continents

19 days ago - /u/Zoythrus - Direct link

Originally posted by Justeeni_lingueeni

Hmm. Wouldn’t it make sense to balance around several different map types rather than just one? Pangea, lakes, conti, and archi all play quite differently so if you only balance towards one then it’ll possibly be at the detriment of others.

Well, Continents was the first and was always meant to be the default map type that the game was built around.

Everything else was added for the sake of variety, balance wasn't a consideration.

18 days ago - /u/Zoythrus - Direct link

Originally posted by 777Ayar

3* roads and huts have been a such a healthy change.

We agree

18 days ago - /u/Zoythrus - Direct link

Originally posted by churros4burros

Create two levels of roads:

2*: roads that add +1 to a unit’s movement instead of the current 2x multiplier.

3*: highways that double a unit’s movement, however any square with a highway cannot be used for any other economic purpose. 

Sounds needlessly complex