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pgt1027

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Mar 5, 2011
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This isn't really about balance at all, so much as about flavor and fantasy.

Most magic affinities have some kind of fantasy associated with them. Order makes you feel like a kind of god, while Chaos makes you a devil. With Nature, you're an great druid or archfey. With dark, you're an evil sorcerer and necromancer. And with Astral, you're the quintessential archmage delving into the eldritch and unknowable.

And with Materium you're... a dwarf a guess? Sort of? It's kind of all over the place, which is kind of frustrating because I feel that the central fantasy that could be behind it is staring me in the face in the form of the item forge, yet Materium only has a couple of nods towards it instead of being built more around it. Because I think the great fantasy around Materium is (or at least ought to be) being the sort of great, legendary smith who forged the many magical items in the world. You're Vulcan, Hephaestus, Aulë the Smith, Fëanor and Celebrimbor, so on and so forth. Even with the dwarf theme, I'd argue that the forging of magical items is central to their identity. Not only were dwarves known to smith many magical items in Norse mythology, but its also an important part of their lore in Tolkien. If you remember,

The dwarves of yore made mighty spells,
While hammers fell like ringing bells
In places deep, where dark things sleep,
In hollow halls beneath the fells.

For ancient king and elvish lord
There many a gleaming golden hoard
They shaped and wrought, and light they caught
To hide in gems on hilt of sword.

On silver necklaces they strung
The flowering stars, on crowns they hung
The dragon-fire, in twisted wire
They meshed the light of moon and sun.
Which makes me kind of wish that Materium tomes could come with item forge effects, or ways of gaining binding essence/fragments, as a way of centering Materium around the concept of being this great magical craftsman and sorcerer smith.

Once again, I'd like to reiterate that I'm not making any claim about Materium in a balance sense. I'm not saying that their tomes, buildings, cultures, etc are good or bad in a balance sense. I just wish they had more of that central theme and fantasy like you have with other affinities.
 
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The lore description reads:

Materium Affinity relates to physical magic. It is associated with resource extraction, transmutation, and mastery over the mundane physical world.

There are a few different creature types associated with Materium, primarily Elementals and Constructs, but also the earthshapers that are the Giants. Environs associated with Materium are mountains, deserts and the underground (edit: and lava).

The damage type and condition associated with Materium are physical and bleeding. The resource associated with it is Production. The opposite affinity of Materium is Astral with its focus on magic and electricity.

What we can learn from all that? I don't know. Maybe it helps you in some way.
 
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Unfortunately, many other players disagree and want the game to have some form of balance, for multiplayer specifically. Balance was also one of the reasons the hero rework was done. Many threads have been written on what that balance should look like. I personally have advocated for asymmetric balance, which in this case would mean all affinities would have a different way to improve item forge to emphasize their different characteristics. Rulers such as Giants also have an effect on the item forge, but not the others currently. This also influences balance of items and lack thereof.

I could also see dragonforged items, champion items, wizardforged items, and eldritch items, which have a certain range of shapes and sizes that fit their ruler and affinity themes. After affinities and rulers, cultures too can add beneficial unique forge buffs.
 
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Unfortunately, many other players disagree and want the game to have some form of balance, for multiplayer specifically. Balance was also one of the reasons the hero rework was done. Many threads have been written on what that balance should look like. I personally have advocated for asymmetric balance, which in this case would mean all affinities would have a different way to improve item forge to emphasize their different characteristics. Rulers such as Giants also have an effect on the item forge, but not the others currently. This also influences balance of items and lack thereof.

I could also see dragonforged items, champion items, wizardforged items, and eldritch items, which have a certain range of shapes and sizes that fit their ruler and affinity themes.
Well, there is such a thing as asymmetrical balance. Starcraft 1 is a good example of this. And if you did give all affinities their own interactions with the item forge, I don't see why Materium couldn't specialize in it. After all, all affinities have access to summons, but I would argue that Astral specializes in it more than the others.
 
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Apart from Dwarves or whatever company you'd like to style yourself as, Materium would be associated with the dreadnoughts of the commonwealth imperium of AOW 3.


In AOW4 they're the equivilent of Planetfall Paragons or AOW3s undead Archon remants, except more warmongering and rich. They've just got their hands on some weaponry and tech. They're hostile fallen holdouts that might like to claim themselves as rightful heirs.
 
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Apart from Dwarves or whatever company you'd like to style yourself as, Materium would be associated with the dreadnoughts of the commonwealth imperium of AOW 3.


In AOW4 they're the equivilent of Planetfall Paragons or AOW3s undead Archon remants, except more warmongering and rich. They've just got their hands on some weaponry and tech. They're hostile fallen holdouts that might like to claim themselves as rightful heirs.
I thought that was the Reaver culture with some nods with things like the Tome of the Dreadnought, not the entirety of the Materium Affinity.
 
I thought that was the Reaver culture with some nods with things like the Tome of the Dreadnought, not the entirety of the Materium Affinity.
I'm sure the devs wouldn't say so, but Dreadnought WAS the materium faction of AOW 3.

If you're looking for materium theming within AOW lore, you don't have to go far, so I don't understand the source of your lack.

If you're looking for materium fantasy ideas OUTSIDE dreadnought and dwarves, I still doubt you'd have to go all that far.
 
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I'm sure the devs wouldn't say so, but Dreadnought WAS the materium faction of AOW 3.

If you're looking for materium theming within AOW lore, you don't have to go far, so I don't understand the source of your lack.

If you're looking for materium lore OUTSIDE dreadnought and dwarves, I still doubt you'd have to go all that far in fantasy at least.
As far as I'm aware, AoW3 didn't have affinities.
 
No one cares, people just want technology inspired dreadnought.
But we already have that, right? With the Reaver culture and the Tome of the Dreadnought?

What's more, I don't think the idea of the Materium Affinity being the magic of the "sorcerer smith" and the idea of it being magi-tech high technology are incompatible. If you look at something like Warhammer Fantasy, you have the Chaos Dwarfs, who have magic-infused technology created by "daemonsmiths" often very similar in style to Dreadnought stuff. It's totally compatible!
 

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While I do like magelocks in principle. reaver culture are a combination of slavers, mercenaries, guns, cannons, and catholic priests.

Tome of the Dreadnought is a Tier 3 Tome.
I mean, if you wanted the actual Dreadnought faction back, it wouldn't be Materium, it would be something entirely different from every other culture, because it wouldn't use magic at all and Materium is a form of magic.
 
I mean, if you wanted the actual Dreadnought faction back, it wouldn't be Materium, it would be something entirely different from every other culture, because it wouldn't use magic at all and Materium is a form of magic.
I don't think you've played AOW 3, so I don't know why you're speaking for it or it's lore. Yes, the commonwealth used mana, had magicians, and studied magic and magical artifacts.
 
I don't think you've played AOW 3, so I don't know why you're speaking for it or it's lore. Yes, the commonwealth used mana, had magicians, and studied magic and magical artifacts.
I thought the whole point was that they and the Commonwealth were the "science" faction that didn't like magic, even if they had shit like mana batteries.
 
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