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you remind of a choose-your-ingredients burger place I visited

guy made a pretty good burger after I told him to just put the shit on it

sell me a buger it's not subway BK your way, that's the tome system

make me a good fucking burger Triumph, make it a good one mmmmmmmm
 
I still have no idea what the caldera thing is supposed to prove. Do you want me to play the caldera on hardest, auto vs ai? What is your point?
The test is simple.
1. Play Crimson Caldera on Hard.
2. Do not complete any quests.
3. Log the number of Turns before every wonder on the map is cleared.
4. Log number of Turns to defeat each AI or post the end-game graph.
I can post my numbers but I am a filthy casual so I don't count. Please post your l337 numbers.
Please demonstrate how maps are cleared in 20 turns not because you play on normal, but because you are l337,
and how AI falls over in SP if you win one big battle.
 
Cool, if your entire objection hangs on “Nature wins because multi-line summons bypass the ramp,” here’s a clean toggle that nukes that edge case
  • Single-Line Summons: Spells that unlock multiple summonable units will never appear as research options.
Modularity for the win.

Oh, wait, no. You mean to bandaid one issue after another.
Yup, I knew it. Not even half a thought for the consequences of *that* change. I don't know if you're malicious or incompetent. You'd remove half of the game to defeat the monostack monster with zero understanding of where it comes from. You'd take care of a broken finger by amputating an arm... And because the patient's weight distribution is off after that, you'll remove the other just to be sure.

The test is simple.
1. Play Crimson Caldera on Hard.
2. Do not complete any quests.
3. Log the number of Turns before every wonder on the map is cleared.
4. Log number of Turns to defeat each AI or post the end-game graph.
I can post my numbers but I am a filthy casual so I don't count. Please post your l337 numbers.
Please demonstrate how maps are cleared in 20 turns not because you play on normal, but because you are l337.
I didn't ask what the test was. I asked what the test is supposed to prove. What are we testing *for*? Why caldera specifically? What does it do that other maps don't? What's the hypothesis? You're into the scientific method, don't slack off on me now!
 
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And the way to get there isn’t by forcing my taste on everyone—it’s by shipping tools:
  • Don’t like unit cost ramps? Cool—flip them off and try hard counters instead.
  • Think enchant cost ramps beat both? Great—run that.
  • If your mix tests better, it becomes the official competitive preset next season. That’s the whole point: prove it, don’t decree it.

I buy a game made by Jordi and his friends.

They can send me some settings as long as I don't have any real complaint about it.

I imagine, one day, Jordi said "I'mma make a game"

And I was like "yeaeh jordi, you do that shit, I'll buy that shit"
 
I didn't ask what the test was. I asked what the test is supposed to prove. What are we testing *for*? Why caldera specifically? What does it do that other maps don't? What's the hypothesis? You're into the scientific method, don't slack off on me now!
Well no, there's nothing inherent to the map that means you get stuff from it faster in MP. The difference is that the consequences are different if you don't clear fast in SP. You can still do that, it's right there, and you can still tech rush out the good units early.
It can behave like a firehose as much as it likes, if its ruler is downed every battle for the next couple of turns is an automatic loss because it can't cast and a player who can cast beats one who can't, and if it loses its throne city and ruler at the same time it dies instantly.
balanced.png
 
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That still isn't actually you saying what the test is looking to assess.

Is the test whether map-based obstacles prevent clearing the map as fast and snowballing as hard as competitive does with their settings that explicitly reduce obstacles?

That's not rhetorical, I'm just not sure what you're testing. I think it's fairly evident from the competitive players who have actually said what their settings are that they've reduced obstacles via settings, which makes the game way faster, which compounds with the game already being moderately too fast unless and sometimes even if you have your settings designed specifically to slow it down.
 
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Yup, I knew it. Not even half a thought for the consequences of *that* change. I don't know if you're malicious or incompetent. You'd remove half of the game to defeat the monostack monster with zero understanding of where it comes from. You'd take care of a broken finger by amputating an arm... And because the patient's weight distribution is off after that, you'll remove the other just to be sure.l
When the MP community generally says, "hey, let's arbitrarily limit enchants and transformations, no matter what it is they actually do or add to the game", and then come up with the number "3" as the arbitrary hard cap for these buffs, that's EXACTLY what the MP community is doing to everybody else! It's a short-sighted restriction of choices that may not even solve the problem, because the restrictions of enchants and transformations makes me want to stack t4/t5 units even harder!!
 
When the MP community generally says, "hey, let's arbitrarily limit enchants and transformations, no matter what it is they actually do or add to the game", and then come up with the number "3" as the arbitrary hard cap for these buffs, that's EXACTLY what the MP community is doing to everybody else! It's a short-sighted restriction of choices that may not even solve the problem, because the restrictions of enchants and transformations makes me want to stack t4/t5 units even harder!!
Sigh, I don't know what you exactly mean when you say "MP community" but I doubt the sentiment is to just throw a limit on and forget about the matter. All the "MP representatives" in this thread treat this issue with nuance.
- or limited number of enchantments (this one is well liked because it also solves the problem of enchantments being bland individually)
Whoever is talking about the proposition with any degree of seriousness will acknowledge that it requires a bottom up redesign of how the enchantments work for the limits to actually improve the game. The game throws so many enchantments at you that it would be hard to even accidentally not end up with some unused ones.



As I said in that post, with no limit on enchantments the devs have to keep the individual enchantment design simple and fairly inconsequential, because the expectation is that a lot of them can be stacked. Their design can't bee to complex because it will create an incomprehensible mess when six complex enchantments are stacked on the same unit.

With an enchantment limit in place you could be bolder in the design, creating more enchantments that have multiple thematic effects, add abilities and/or change rules of the game in some way (e.g. Searing Blades also grant immunity to ground on fire or make you gain strengthened whenever you're set on fire; Zephyr Arrows grant a "Snipe" ability in addition to the +range; Soulbinders also grant an ability to raise a skeleton or zombie from a corpse).

Additionally, when you can only have X enchantments on your melee, you will be incentivized to not overresearch melee enchantments and instead go for magic or ranged ones, leading to a late game where most of your unit types have a full set of enchantments and thus relatively the same power level. When you don't have one unit type that's obviously stronger than others, you will be more likely to mix units to squeeze extra stack power from their synergies.

And as a bonus Tome designers will be able to finally breathe and not be forced to squeeze an enchantment into every new tome because otherwise it will not be able to compete.

Yes, it's a heckton of work.



As for how limiting enchantments would reduce monostacking, let me quote (and reformat) Ninjew from Discord, he explained it fairly well on a simple example:
the basic thing to understand about the monostacking phenomenon is this:suppose i have 9 tomes in my build path, 2 of each tier + 1 t5 tome.

for simplicity, let us assume that
- each tome provides one enchantment, and that these enchantments each only apply to a single unit type.theoretically,
- a mixed army composition of half shocks and half shields should counter an army of only archers,

both shocks and shields are intended counters to archers (shocks close distance rapidly, shields trivially provide lots of defense against archer attacks).
however, because shocks and shields do not share enchantments in this scenario, there are only 5 enchantments applied to the shocks and 4 enchantments applied to the shields. meanwhile, the archer army gets to apply all 9 enchantments to every one of its units.

on a unit by unit basis, the archers have twice as many enchantments as their opponents do.

because the archers have twice as many enchantments, it no longer matters that the unit roles they are fighting theoretically counter them - 2 archers with 9 enchantments each kills 2 shields with 4 enchantments each, that's just the power of a 5 enchantment differential. the only way the shields can compete is to kick out the shocks and have the build take tomes that give shield enchantments instead of shock enchantments, so the shields can also have 9 enchantments.
"But in the actual game the enchantments don't affect only a single unit type, you *could* have taken shields *and* shocks and they would share most of their enchantments!"
Yes and no. You could take different melee units and have them affected by mostly the same enchantments, but due to the nature of the Tome unlocks, you rarely have access to multiple types of compatible high tier units. You're also incentivized to specialize in other areas in the game, e.g. in faction creation you can take options that favor shocks or ones that favor shields.

As I said in my post, monostacking has multiple causes all roughly categorizable as "power concentration". I believe enchantments are a major contributor, probably the main one.

Will limiting enchantments prevent the monostacking phenomenon from occuring? Probably not, people will find ways to craft a build around a single unit. But with mixed compositions being far stronger - relatively to how they currently are - we can reasonably expect that it would be much less common.


As for "3 is an arbitrary number" - yep, it is. But it's a pretty number and proven to work - we get three spell slots, three hero trinket slots, we had three mod slots in PF (gasp, go play PF then you silly joker you). Three slots to choose from a wide array of options offer plenty of flexibility but impose a hard strategic choice.

With fewer (in the current game's environment) the limit could feel needlessly binding, causing frustration when it's common to have a tome path with 4 enchants for a single unit type. With more, the limit could become limit in name only and people would still elect to max out a single unit type and then not invest in the others (since they're unlikely to max either of them out).

More importantly, with the intended tome path having 9 tomes and there being roughly one enchantment per tome, a player can be reasonably expected to get around 9 enchantments through the course of the game and thus fully enchant all their unit types (assuming the "melee-ranged-magic" split, yes there exist class specific enchants like for Shields or Supports. Not sure how to redesign them atm). Sure, 3-3-3 would be a sunny day scenario, but it would be common to have 4-3-2, 4-4-1 and similar middle-of-the-bell-curve builds. Things like 5-2-2, 6-2-1 would be fairly rare and easy to avoid if so desired.

Mr Ninjew from Discord also made a neat summary on this matter:
i think 3 is mostly just an arbitrary number. it is probably being selected because it's the number that planetfall used.

why did planetfall pick it? well, just my thinking on the topic, but it's a good number because it's large enough to provide a diversity of options while also small enough that it's a meaningful limit. would an enchantment limit of 2 work? it'd probably feel pretty bad, only getting to pick your 2 favorite enchantments for your units, and would pretty well devalue enchantment research if only 2 of them matter at a time. would an enchantment limit of 4 work?

i'm not sure there's a compelling reason to say that 3 and 4 is where the dividing line is, but to me personally 4 does feel a little high if the goal is to curb potential power centration, and might be a bit much to keep track of. (edytowane)


Thank you, Ninjew from Discord, for your wisdom and please consider using capital letters.



The bottom line is, we're not *certain* the ench limit (with the accompanying redesign) will *solve* monostacking. Or that an arbitrary limit of 3 fits best.

But we have compelling reasons to believe that it would significantly diminish the problem by removing a major incentive for monostack.

the restrictions of enchants and transformations makes me want to stack t4/t5 units even harder!!
Can you tell me why that is? What is the thought process that makes you want to monostack in this scenario? What is it about the current design (unlimited, simple enchantments) that makes you not want to?
 
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I think it's fairly evident from the competitive players who have actually said what their settings are that they've reduced obstacles via settings, which makes the game way faster,
I imagine that'd probably be a necessity, can't have games ending because people are dying to independents guarding resource nodes.
 
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I imagine that'd probably be a necessity, can't have games ending because people are dying to independents guarding resource nodes.
Absolutely, I'm just saying they make it faster, then get hyperbolic about how bad game pacing is because their games are too fast.

The game pacing IS too fast, but not by anywhere near that much.
 
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In fact, the majority of SP players play on the EASY preset. Time for you to take all your false premises and leave, friend.
ah yes, the galaxy-brain take:
“Most SP folks pick Easy → therefore they should clear the map in 30 turns like MP.”
So… people who intentionally choose chill mode to unwind after work are… failing to speedrun a tournament meta they never signed up for?
Truly, the Dark Souls of logic.

Nobody cares to have a 100 turn realm where you spend 70 turns fighting the map while playing a live multiplayer match.
How many hours do you think we all have to dedicate towards this? Games ending within 60 turns is not a problem at all.
70 turns fighting the map” is the SP game. You want a 20 turn sprint; SP folks want the long 4X hike.
Thanks for confirming MP and SP are different habitats with different pacing and economies.
 
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70 turns fighting the map” is the SP game. You want a 20 turn sprint; SP folks want the long 4X hike.
Thanks for confirming MP and SP are different habitats with different pacing and economies.
Was that in fact what your Caldera test was supposed to be assessing? Because I think we already knew that.

The fundamental problem for competitive players is that they're trying to turn a semi-RPG strategy game into an esports game. And then they pretend that the resulting problems because they've disabled a significant percentage of the actual game are problems WITH the actual game.

Some of these problems have their roots in reality, but none are fully in reality. Pacing is too fast, but they've made it several times faster. Enchantment stacking is too strong, but they've made actually getting all enchantments to stack much faster so it happens for 90% of the game instead of like 20%. Monostacking is something that can and has happened, but it's not an omnipresent threat for normal gameplay precisely because the prior two problems are nowhere near as bad in normal gameplay.

This is why making one competitive preset is something I wouldn't be opposed to. They've deliberately and significantly warped the gameplay and the game simply isn't designed for what they're doing. I don't support making dozens of options because it creates problems outside of competitive play by suppressing actual main balance fixes, and it doesn't set a standard for competitive and resolve the actual problem.
 
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What game pacing complaints are we talking about now?
I'm not going to find it, but multiple people arguing for bringing competitive fixes to the actual game have complained either that the game is too fast or about things that result from their game in fact being too fast. I won't be digging for it either, because no offense to you personally, but my experience has been that when I do bring proof to someone who won't just be polite enough to not assume I'm lying they dismiss it anyway.
 
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ah yes, the galaxy-brain take:
“Most SP folks pick Easy → therefore they should clear the map in 30 turns like MP.”
So… people who intentionally choose chill mode to unwind after work are… failing to speedrun a tournament meta they never signed up for?
Truly, the Dark Souls of logic.
WHO CLAIMED THAT??? WHAT ARE YOU ON ABOUT??? PLEASE REDUCE THE DOSE OF WHATEVER YOU'RE TAKING

I'm not going to find it, but multiple people arguing for bringing competitive fixes to the actual game have complained either that the game is too fast or about things that result from their game in fact being too fast. I won't be digging for it either, because no offense to you personally, but my experience has been that when I do bring proof to someone who won't just be polite enough to not assume I'm lying they dismiss it anyway.
Come on, I've been nothing but polite to you, some goodwill would be welcome. I'm not claiming you're lying, I just have not heard these complaints. Is this about research being king?

We can absolutely discuss pacing, but I don't see how that is related to monostacks.
 
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That still isn't actually you saying what the test is looking to assess.

Is the test whether map-based obstacles prevent clearing the map as fast and snowballing as hard as competitive does with their settings that explicitly reduce obstacles?

That's not rhetorical, I'm just not sure what you're testing. I think it's fairly evident from the competitive players who have actually said what their settings are that they've reduced obstacles via settings, which makes the game way faster, which compounds with the game already being moderately too fast unless and sometimes even if you have your settings designed specifically to slow it down.
Good catch — I should’ve spelled this out.

What the Caldera test is (and isn’t)​

Goal: isolate how map obstacles/pressure affect clearing speed and snowball tempo.
Hypothesis: when you turn the map “on” (higher threat/pressure), even strong players clear much slower and take more real battles than in MP’s Normal/low-pressure lobbies. If that’s true, MP’s “clear in ~30 turns” is a settings artifact, not a universal baseline—so SP and MP need different defaults/presets.

What it proves (either way)​

  • If clearing stays ~30 turns with similar losses → your claim holds: obstacles barely matter.
  • If it stretches significantly and battle count/losses spike → it shows environment drives tempo,
    i.e., MP’s numbers come from low-pressure settings, not from “skill alone.”

Why I keep pushing this​

Because it answers the meta-argument cleanly: SP and MP are different habitats. MP wants a fast sprint; SP players often want the long 4X hike. That’s exactly why I’m advocating a dev-owned Competitive Preset for MP (server-enforced, one click) while leaving SP alone by default. We can still fix truly universal issues in core—but we shouldn’t balance the marathon for sprinters.

Totally agree the base game can feel “moderately too fast”; the nice part is SP already lets you slow it down. MP lobbies, by choice, crank it the other way—great for tournaments, not a reason to rewrite SP balance.
 
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I see a huge problem with that. If i want a specific summon all i have to do is i delay acquiring the nodes unlocking other summons. So if a phoenix needs 2 firestones, i make sure i have firestones but not the materials for the 3 other summons.
If you only have phoenix, they will be subject to the cost ramp.
I have added an additional rule to kill this edge case since people are so hang up on it.
 
Yup, I knew it. Not even half a thought for the consequences of *that* change. I don't know if you're malicious or incompetent. You'd remove half of the game to defeat the monostack monster with zero understanding of where it comes from. You'd take care of a broken finger by amputating an arm... And because the patient's weight distribution is off after that, you'll remove the other just to be sure.
Easy there, Dr. House.

I didn’t “amputate an arm.” I added a toggle in the competitive preset for a very specific edge-case (multi-line T3+ summons dodging the ramp). That’s not removal; that’s a feature flag so we can A/B test the effect instead of LARPing game theory forever.

Nobody (you, me, devs) can predict every knock-on in a complex system. That’s why modular rules exist:
  • Variant A: allow multi-line summons (filtered by materials).
  • Variant B: force spell outcome to a specific unit.
  • Variant C: disable multi-line T3+ summons in the preset.
Run a week on each. Measure mono rate, unique-units-per-stack, time-to-T4/5, win rates, drop rates. Roll with the one that actually improves variety. If it stinks, flip the switch back.
Calling that a “band-aid” is like calling a try/catch a crime against software. It’s how you isolate a suspected exploit path, test, and move on with data—instead of amputating the core game with global nerfs because three loud guys are certain they’re right.

You think the toggle has bad side effects? Great—specify them, propose a competing variant, and let it face the same metrics. Data > duels of adjectives.
 
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Was that in fact what your Caldera test was supposed to be assessing? Because I think we already knew that.

The fundamental problem for competitive players is that they're trying to turn a semi-RPG strategy game into an esports game. And then they pretend that the resulting problems because they've disabled a significant percentage of the actual game are problems WITH the actual game.

Some of these problems have their roots in reality, but none are fully in reality. Pacing is too fast, but they've made it several times faster. Enchantment stacking is too strong, but they've made actually getting all enchantments to stack much faster so it happens for 90% of the game instead of like 20%. Monostacking is something that can and has happened, but it's not an omnipresent threat for normal gameplay precisely because the prior two problems are nowhere near as bad in normal gameplay.

This is why making one competitive preset is something I wouldn't be opposed to. They've deliberately and significantly warped the gameplay and the game simply isn't designed for what they're doing. I don't support making dozens of options because it creates problems outside of competitive play by suppressing actual main balance fixes, and it doesn't set a standard for competitive and resolve the actual problem.
Appreciate this—honestly you articulated the core issue better than I have:
MP has cranked the game into a sprint the base design wasn’t built for, so it needs its own rails.

On the Caldera test: yes, we might already know, but it's still good to have data.
On the options concern: I’m with you that players shouldn’t face a buffet of toggles. My proposal’s pipeline looks like this:
  • One dev-owned Competitive Preset (Season X) in the lobby. That’s the MP standard.
  • (Optionally) one time-boxed Experimental preset for a patch cycle to test a small bundle (e.g., anti-monostack).
  • The extra knobs live in Map traits → Competitive for R&D (organizers/devs). They’re not front-and-center for everyone.
Auto-surfaced balance issues via telemetry. If lots of players start enabling a specific custom rule/preset as a de facto hotfix (e.g., enchant ramp, unit ramp), that spike shows up in telemetry. Devs don’t lose balance feedback—they automate it: “players are self-applying X to fix Y.” That’s a signal to investigate a core change.
 
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I'm not going to find it, but multiple people arguing for bringing competitive fixes to the actual game have complained either that the game is too fast or about things that result from their game in fact being too fast. I won't be digging for it either, because no offense to you personally, but my experience has been that when I do bring proof to someone who won't just be polite enough to not assume I'm lying they dismiss it anyway.
People are complaining about the game being too fast????

Thats dumb, games should be faster. Especially for MP, where they also need to consider the practical reality of getting multiple other people to participate in an 8 hour experience.
 
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