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What, the devs added in more unique super units, like with the special tribes, but for all the tribes. I’ve already had a few ideas so I’ll list them here(on mobile so sorry if this is scuffed)

The Xin-Xi super unit would be; The Sarmari(Obviously based on samurai).

Health: 25 or 30 Attack: 3 Defense:1 Movement:3 Range:3

The Sarmari would be based on older styles of samurai, back when they were archers on horseback rather than swordsmen on foot. So they’d look like an archer/rider mix, with a fancier helmet.

Next up the Zebasi super unit would be:

The Lorion Tamer(Or just a lion tamer)

Health: 20 Attack:5 Defense:1 Movement:1 Range:1

The Lorion Tamer would obviously be lion tamer, a unit that has a dude with two lions on a leash. Obviously an offensive powerhouse, but defensively they’d be a little weak. Which would also be their greatest strength, as when the Lorion Tamer is killed, they separate into two Lorions, who are their own units, each with similar stats to The Warrior unit, just slightly higher attack. Now if that a bit too OP or complex, they can just have it so the Lorion Tamer can move or attack after attacking, but not both. And I don’t mean, it only has the ability to move, or it has the ability to attack, I mean it can attack, and then has the option to move away, or attack a second time.

Up next is the Luxidor, and their super unit would be:

The Nobelit(Or a nobleman.)

Health:15 Attack:1 Defense:1 Movement:1 Range:3

Now the Nobelit would have a very interesting capability, it can’t attack, but it also can’t defend, so what could it do? Well, it has the ability to heal(same radius as mind bender) and it has the ability to buff/debuff(similar to the attack radius of an archer). Now it can only affect one ally or enemy of your choosing, but it will raise/drop the attack power of an enemy by 2(unless that ends up with an enemy having less than 1 attack in which case it’ll default to 1). Now this is obviously power, which is why I gave the Nobelit such pitiful offensive and defensive capabilities, but I think it could be interesting to have more strategy based units, rather than just front line attackers. This also leads me directly into my next tribe.

The Ai-Mo super unit would be:

The Nerivuta(just a monk who’s reached nervana)

Health:15 Attack:1 Defense:1 Movement:1 Range:3

Now this feels like a carbon copy of the Nobelit, and it kinda is, but it’s more like a mirror. The Nerivuta is a similar unit to the Nebelit, but instead of buffing/debuffing attack to one unit, it buffs/debuffs the defense on all units in a similar range to the mind bender’s healing. Now the bufff is only by 1 but in some cases that could be the difference between life and death, and could add a lot of strategy.

Now I do have some more ideas, but it’s getting harder to write this due to my phone full on lagging so I’ll leave it here, but if you have any idea’s for what else could be added, lemme know! I’d love to hear them. And if you think some of these units would be stupid OP or absolutely worthless, also let me know! I’d be happy to edit this and change the stats to make it more appealing, I’m not exactly a game dev so I don’t know exactly what I’m talking about.

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4 months ago - /u/Zoythrus - Direct link

Originally posted by Odd_Pianist5275

Since others are being very unhelpful in their replies.... I personally would enjoy your idea but it would have one big drawback of making the game more confusing for new players.

It's common to see people ranting about how the special tribes ruin the game, when what's really happening is that they haven't learnt how to counter them yet. By ring-fencing unique features to special tribes, it enables such people to set up "human tribes only" games with their friends.

I can tell you this isn't our reasoning for not adding unique giants to the Regulars.

4 months ago - /u/Zoythrus - Direct link

Originally posted by Nerobrine86

Then what is the reasoning if I may be so inclined to ask?

Mainly because we want the Regulars to be effectively identical outside of trch and land.

4 months ago - /u/Zoythrus - Direct link

Originally posted by riggers1910

yeah but how do you balance certain tribes then. most notably vengir and omaji both have decent starting techs but they are pretty bad because of their resources. buffing the starting tech would also directly buff every other tribe and could cause unbalance in the tech tree or you could buff their resources but then it just makes them even more bland and removes any little bit identity they had.

it just feels like the normal tribes need a little something else to

  1. separate them more from other tribes and encourage a specific theme/playstyle
  2. have more routs to balance tribes
  3. add more strategy

That's the fun of it.

Midjiwan considers this "a self-imposed challenge".

4 months ago - /u/Zoythrus - Direct link

Originally posted by Odd_Pianist5275

I'm surprised you spent the time to write this and then didn't say what the reasoning is. Even in your reply to the OP below, you don't say why you want them to be identical outside of tech and land. Avoiding confusion for new players would have been a good enough reason, but if you reject it and cannot give a reason of your own, then maybe the OP is correct.

I actually did give the answer in a reply.

So, the official answer is "Midjiwan tries to keep all the Regular tribes as similar as possible both for simplicity but also as a self-imposed challenge for balance." He wants to keep terrain/tech as the defining difference between them.






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