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Azktor

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Feb 19, 2023
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I was thinking about, even as a mostly non-pvp player, I tend to choose only half of the society traits. Since some of them are either so minor or just straight bad I don't even look at them when creating a new faction. And then I saw this video
It is a tier list about society traits, and even though I don't agree 100% with his tier list, most of it is accurate.

So I would like to see if more people agree with this unbalance? And maybe we could get a buff to the weaker ones (the F/D tiers) and a small nerf on the outrageous strong ones (the S tiers). I don't think all traits should have the same power level, but right now it is way to distant the best ones and the worst ones.
 
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I was thinking about, even as a mostly non-pvp player, I tend to choose only half of the society traits.
I recognise this in my own games.
So I would like to see if more people agree with this unbalance? And maybe we could get a buff to the weaker ones (the F/D tiers) and a small nerf on the outrageous strong ones (the S tiers).
I have not seen the video yet but buffing some weaker ones, like Great Builders, would be good imo.
Fabled Hunters is definitely very strong. Also because it is good for ervery build and every map type.
 
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I'm watching the video, I don't agree with "Perfectionist Artisan",
I tested it with an industrious culture for the construction bonus to counter the disavantage of +100% building cost,
And "Great Builder" for the advantage on quarries,
With a Giant King to take advantage of the quarries because of the abilities of the giants governor (Quarries +5 product, cheaper urban structures...)

This one (tome path is still to be updated, but tome of glades is a point to pass imo)

I quickly had a strong economy.
And the build "slowdown" due to "Perfectionist Artisan" is not a gene with an industrious culture defined in this way.

I think this trait can be used only with an industrious culture.
 
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There should be as many traits as there are builds/strategies for them. Some should have more synergy with certain styles than others.

Then these traits have to be grouped by what they do and how they interact with realm maps. Some traits buff combat and give an early unit. Some buff economies. It will be tricky to balance those.
 
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I agree with most of his takes, though for some of them I would move them up or down a tier.
I also fully agree with nerfing the S tier and buffing the C tier and below. A and B are fine.
My list ranks traits both on how widely useable they are with multiple builds and their power.

Ban Tier:
Cult of Personality, Swift Marchers

S Tier:
Fabled Hunters, Hermit Kingdom

A Tier:
Chosen Destroyers, Ancient Wise Ones, Runesmiths, Reclaimers,
Mana Channelers, Wonder Architects, Subterranean Society

B Tier:
Druidic Terraformers, Equipment Hoarders, Devotees of Good, Imperialists,
Scions of Evil, Keepers of Knowledge, Umbral Disciples

C Tier:
Adept Settlers, Experienced Seafarers, Talented Collectors, Ritual Cannibals,
Ruthless Raiders, Prolific Swarmers, Mana Addicts, Great Builders,
Vigilante Knights, Bannerlords, Chosen Uniters, Silver Tongued

D Tier:
Relentless Crusaders, Gifted Casters, Powerful Evokers, Devious Watchers

Unplayable Tier:
Merciless Slavers, Perfectionist Artisans


I think a lot of these traits can be easily fixed just by tweaking numbers up and down a bit.
A couple traits need a full rework or some massive buffing to get them into a good place.

Suggestions:
  • Nerf Fabled Hunters to 50%.
  • Nerf Hermit Kingdom to 10% and 10 Stability.
  • Buff Experienced Seafarers to +3 (Storm Giant niche).
    • Alternatively make it start you near Water.
  • Make Talented Collectors give a cleared Magic Material.
    • Optionally make annexing not cost population.
  • Buff Ritual Cannibals to +4 or +5.
  • Buff Ruthless Raiders to +4 or +5.
  • Give Prolific Swarmers 2 or 3 starting units.
  • Make Mana Addicts give Static Charge.
  • Buff Great Builders to +4 or +5 Gold.
  • Make Silver Tongued give +1 Allegiance to Whispering Stones.
  • Make Relentless Crusaders work vs Marauders.
  • Make Devious Watchers give Crow Companion and +4 vision.
  • Decrease Perfectionist Artisans to +50% Production cost.
For all the other traits I honestly don't know how to fix them at the moment, they might need a rework.
Hopefully Order based traits get fixed in Archon Prophecy. 4 out of 6 of them are really bad right now.
 
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Same I don't trully agree with everything the youtuber said, but I do agree with somethings. For example that there are some outliers: Cult of Personality, Fable Hunters and Swift Marchers.

My suggestion for these 3:

1) Cult of Personality: I think the part that is kinda broken is starting with an extra hero, so instead you of +1 Hero Cap => 20% Faster Hero Cap. So your first hero is faster by a couple of turns and all subsequents heroes as well, but no starting at turn 1~2 extra hero.

2) Fabled Hunters: same as @Codyksp suggested. Instead of +75% Resourcers => 50% Resourcers.

3) Swift Marchers:
Instead of Forced Marched no Damage => Forced Marched only 10% Damage. And probably Remove the Extra Scout as well.


Now for the worst 3 for me, I think Devious Watchers, Merciless Slaves and Perfectionist Artisan for sure.

My suggestion for these 3:

1) Devious Watchers: I liked the youtuber suggestion of giving a ton of extra vision for the early game, similar to what the Oathbound had on Planetfall. So Maybe: Instead of Cities and Provinces +2 Vision Range => Cities and Provinces +2 Vision Range and +5 Vision Range on Throne City. That way you can have a nice early game finding a spot for 2nd and 3rd city.

2) Perfectionist Artisans: same as @Codyksp suggested. Instead of City Structures cost 100% more Production=> City Structures cost 50% more Production. If that becomes too strong I would not mind tone down the Extra Gold from +5 to +4 perhaps. That way the spirit of this trait would be kept.

3) Merciless Slavers: I would like to se something similar to what the Umbral Disciples gain the "Tyrant's Retinue" for the Ruler but instead of Splitterling start with a "Slave", so a Fighter more or less same level of the Splitterling, but no umbral related abilities. Instead something that reduces moral of the enemies that it hits, to help the Ruler Winning Early Fights and Routing early game.
 
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I have not seen the video yet but buffing some weaker ones, like Great Builders, would be good imo.
Fabled Hunters is definitely very strong. Also because it is good for ervery build and every map type.
Yeah Great Builders could also be up a bit, it is not outrageous bad. But it is a bit underwhelming. Even +3 or +4 Gold per Quarry could be enough to make it go to a solid trait.
I'm watching the video, I don't agree with "Perfectionist Artisan",
I tested it with an industrious culture for the construction bonus to counter the disavantage of +100% building cost,
And "Great Builder" for the advantage on quarries,
With a Giant King to take advantage of the quarries because of the abilities of the giants governor (Quarries +5 product, cheaper urban structures...)

This one (tome path is still to be updated, but tome of glades is a point to pass imo)

I quickly had a strong economy.
And the build "slowdown" due to "Perfectionist Artisan" is not a gene with an industrious culture defined in this way.

I think this trait can be used only with an industrious culture.
Yeah, I think Industrious can make it work, but even for Industrious is not amazing.
 
I think no amount of early game vision will make Devious Watchers a competitive trait of any kind. Even for Lightless realm, as annoying as it can be.
Arguably most useful part of Devious Watchers is the extra scout at start, but you can get one from Silver Tongue as well. EDIT: and from Swift Marchers too.

As for Perfectionist Artisan by this point I think no amount of whining would do any good. It literally exists to be a scapegoat. Perfectionist Artisans is useless -> akshually look at Industrious prospecting and frost GK mammoth primals. Excess amounts of production are useless -> akshually look at Perfectionist Artisans. And to break this vicious cycle you need to write an essay on how tempo works and how gold serves as a tempo limiter in the early game but is very rarely an issue later on.

And this is also why I don't think buffing Great Builders to +3 or 4 or even 5 would necessarily make it decent. It still won't give you gold upfront like Devotees of Good and Imperialist do, but will let you swim in the gold lategame even more.

@Codyksp what exactly is your problem with Gifted Casters and Powerful Evokers? They are not stellar, but seeing them lined up with Devious Watchers and beneath half of your C-tier is extremely bizzare. Did I miss some kind of meta shift that made combat casting points garbage? Or is that because Death Magic devalues all trivial amounts of it?
 
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Some of the traits feel like they were made for roleplay, and highly situational on purpose. Swift Marchers feels like it was made OP to sell the season pass. Though I wont deny I like it if only because default forced march in this game is so terrible. It's nice the trait let's you actually use it when not playing Barbarian. Cult of Personality is pretty crazy for a society trait. You would think it would require playing a certain culture that has weaker armies to balance that out.
 
Some of the traits feel like they were made for roleplay, and highly situational on purpose. Swift Marchers feels like it was made OP to sell the season pass. Though I wont deny I like it if only because default forced march in this game is so terrible. It's nice the trait let's you actually use it when not playing Barbarian. Cult of Personality is pretty crazy for a society trait. You would think it would require playing a certain culture that has weaker armies to balance that out.
Cult of personality was made for roleplay intentionally.
 
Without touching the economy, it's just a number mix. One will be nerfed, another will be S tier

Yeah, agreed. If trait A is good and trait B is bad, nerfing trait A just to make both bad doesn’t solve anything. Instead of nerfing, it's better to make trait B at least viable—by adding more flavor to it or adjusting some mechanics.

Nerfing will just recreate the same issue, where both trait A and trait B become unusable and frustrating. Everyone will just start picking trait C

What’s the point of nerfing good traits in a mostly single-player game anyway?
 
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So question. People are suggesting Perfection Artisan has its building production nerfed so non-Industrious/Glacial Mammoth/Giant King builds can make use of it, but I have another question to ask.

What would it take for Perfection Artisans to be strong, or at least, acceptable, while having the old City Cap reduction effect? (Perhaps not fully limiting you to 1 city permanently, but still reducing the amount of cities you can have to start)

Yeah, agreed. If trait A is good and trait B is bad, nerfing trait A just to make both bad doesn’t solve anything. Instead of nerfing, it's better to make trait B at least viable—by adding more flavor to it or adjusting some mechanics.

Nerfing will just recreate the same issue, where both trait A and trait B become unusable and frustrating. Everyone will just start picking trait C

What’s the point of nerfing good traits in a mostly single-player game anyway?

Because people don't like having OP strategies that feel like a must-have, and would rather have more balanced traits that they can pick to for flavour/RP purposes, without having to think hard in regards to the balance and power of the traits? Some people like being challenged with also having flavour and RP.

And if you note the discussion. We never talked about only buffing traits. It was always a combination of nerfing some traits while buffing other traits
 
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@Codyksp what exactly is your problem with Gifted Casters and Powerful Evokers? They are not stellar, but seeing them lined up with Devious Watchers and beneath half of your C-tier is extremely bizzare. Did I miss some kind of meta shift that made combat casting points garbage? Or is that because Death Magic devalues all trivial amounts of it?
Society Traits are all about economical bonuses, be it through units and regeneration, movement, or directly through income.
You need to view them as tools to kick-start your empire and potentially scale into the later game (some do a bit of both).

Both of these traits give absolutely nothing that helps you become meaningfully stronger throughout the entire game.

+10 CP is trivial and Mana cost has never been a problem. An extra spell is whatever, it can be harmful too.
The reason being that in competitive games we save "cheap" spells to research them later and get to tomes faster.
Either way, Gifted Casters just doesn't help my game in any way that is more impactful than any of the other traits.
Even if it provided a CP discount to Combat Spells it would still not be a good trait to pick over any others.

The same holds true for Powerful Evokers. 10% damage is pretty low. It's fine but nothing super amazing either.
Getting +5 CCP per Battle Mage/Support is already pretty niche, but it's also just not something that I need.
You can craft 10/20 CCP on all of your Heroes quite easily, or get them from Structures/SPIs and Death Magic.
This bonus will not help my early game improve meaningfully, it's a pure combat bonus in a game about economy.

Combat oriented Society Traits have always been bad. Mana Addicts is only in C tier due to the recent changes.
They added +10 Stability per Mana Node and also made Life Steal work on every attack. This bumped it up.
But the trait still requires you to cast every single turn, putting a heavy drain on your mana stockpile.

So question. People are suggesting Perfection Artisan has its building production nerfed so non-Industrious/Glacial Mammoth/Giant King builds can make use of it, but I have another question to ask.
To be clear. Perfectionist Artisans is bad even with Industrious and Glacial Mammoth at +100% cost.
Calculate the amount of Production/Gold spent on a structure and how long it takes for +5 Gold to earn itself back.

EDIT: I'll give you two examples to showcase what I mean:

Vendor costs 60/130. At +100% this cost is 60/260. Boosted this becomes 42/182 as opposed to 42/91.
I value Production at 1.5x Gold for the early to mid game. Triumph even makes you pay x2 for rushing structures.
So this means I am paying an extra 91*1.5=137 Gold worth of resources for the structure (when Boosted).
To earn back 137 Gold with 5 Gold per turn takes me 28 turns. It also takes me longer to get the structure.
So I lose out on a couple turns of +10 Gold from the actual structure itself because I had to wait longer for it.

Market costs 100/250. At +100% this cost is 100/500. Boosted this becomes 70/350 as opposed to 70/175.
So this means I am paying an extra 175*1.5=263 Gold worth of resources for the structure (when Boosted).
Now I have to wait an insane 53 turns just to earn back that 263 Gold. And as before I get my income later too.

If we make it +50% then suddenly the early game structures can begin making income for you fairly quickly.
60/195 becomes 60/137 boosted. The extra 46 Production takes 10 turns to earn back, a much better return.
100/375 becomes 100/263 boosted. 88 extra Production takes 18 turns to earn back, rather than 53 turns.

There is slight value to the Stability as well and obviously the Gold matters more at certain points in the game.
But even if you maximize for Production gains, you are sacrificing all kinds of other income bonuses to do that.

It's not like you are getting Production out of thin air, it's your cultural thing. It's meant to be part of your power.
So you can't treat it like a "free" bonus and use it as compensation. Even at 50% the extra cost barely makes up for itself.
 
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I don't think there should be terrible Society Traits just because they are 'Roleplay' Traits. They should have at least some impact in the game and some traits does not have.

One fairly recent example of this is the Chosen Destroyer version from a couple patches ago it used to be really fun RP-Trait that helped you create the fantasy of Tyranical Ruler that is all about creating a megabase and destroying the rest of the world, it was fun and it was TERRIBLE. Now after they buffed it became a solid Trait, it has its downfall, but it can be really strong as well. That is the powerlevel that the RP-Traits should aim to have.

On the same hand I don't think that should exist traits that are so strong that it almost pains you to not pick it.


Also I agree with @Codyksp math and logic about Perfectionist Artisan. It takes way waaay to long to pay the investment paying double production in order to gain more gold and stability. The idea of the trait is amazing and really thematic with the name, but the numbers are not good enough yet.
 
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Personality cult not a terrible trait, it's a punch. Go storm a city or something with your added early second hero.
Yeah I think Personality Cult is amazing trait to be honest, almost too good? And it is a "RP" Trait for sure. But I love it! One of my favorites, I have to hold myself to not click it every time, lol.
 
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Making my own suggestions on how to buff C tier and below Social Traits, mostly using Cody’s In-Thread List as I agree with it more.

Adept Settlers: Increase the Stability Bonus of Town Hall 1 by +5 or +10.
Makes it easier to maintain the +5% stability bonus in the early game/with new towns before you expand to Town Hall 2 and get access to the Tavern and Bathhouse.

Bannerlords: +X extra Rally Points per Vassal, and a X% discount to gold cost for rallying Free City units.
Bannerlords is all about the Rally mechanic, so it is best to double down on that by giving you more Rally Points and less gold cost for grabbing the units.

Chosen Uniters: The easy way is to just bump the % income you get from Vassals or increasing the allegiance you get from whispering stones. And maybe it is better, but how about this?
+30% Vassal Income, increased to +40% if Good, +50% if Very Good and +70% if Pure Good. Units recruited from Rally of the Lieges have +1 Rank, increased to +2 at Very Good (or Pure Good if this is too strong).
Trying to indirectly buff alignment, currently, I rarely feel the effects or care in the slightest.

Devious Watchers: ... I got nothing. +X Imperium for each discovered Wonder or something? Idk, Vision and Sensing Range is entirely useless, so I have zero idea how to buff this.

Experienced Seafarers: Just make sure they start next to water; this really shouldn’t be a surprise.

Gifted Casters: Combat Spells require -x% research to unlock.
I tried to think of a more economical bonus for Gifted Casters, but I felt that, considering how focused they are on casting spells, this is the most appropriate bonus? Could also change the Combat Spell Point increase to giving Combat Spells a decrease in point cost, but that might be too powerful, so just getting spells fast makes more sense.

Great Builders: Cities gain +3 Gold per Quarry in their domain and +2 production per Mine in their domain.
Feels more interesting to me than just giving you more gold per Quarry, and less specialised as well. Gold from Quarries and Production from Mines means that regardless of which you build, you are getting a benefit, and that feels better than just the gold from Quarries imo.

Merciless Slavers: This needs to come with an ability that makes it easier for you to debuff morale. There are many ways this can happen, from having a special unit alongside your ruler, to applying a weak version of the morale-draining enchantment from Doomherald, to Viscous Killer or the like. Basically, the earlier you can consistently start causing routed enemies, the better this trait becomes.

Perfectionist Artisans: City Cap is reduced by 2, Buildings take 50% more Production to make, but provide +2 Stability, +10 Gold and +10 Mana.
Or: City Cap is Reduced By 2, Buildings Take 50% More Production to make, but provide +1 Stability and +5 Gold. Additionally, cities can have 2 Guilds instead of 1.
Numbers to be tweaked, but I liked the old Perfection Artisans flavour in having fewer cities to have a better and stronger city with each building being amazing. So, two different methods of having this happen. Either increasing the per-building bonus, and while mana is the greatest boon to have, better to have it or not. Or a more mid/late game boon in getting an extra guild. Makes the guilds as a whole stronger, as you aren’t just going to hyper-focus on the Scholar’s build for the extra research.

Prolific Swarmers: Increase Non-Magic Unit Upkeep from -20% to 25-35%
The Swarmers is a pretty solid trait already, and just needs a little nudge to get it over the line. Focusing on unit upkeep to encourage you to get a big army feels the most realistic.

Powerful Evokers: Damage Spells deal +15/20% extra damage, Battle Mage & Support Units give +5 Combat Casting Points at the start of combat. 5/10% of Draft is added as Mana.
Powerful Evokes is about having a magic army and casting spells. So, I believe turning draft into mana to help fuel both your army and your spellcasting makes sense. Again, Mana isn’t the greatest resource in the world, so it won’t even be the strongest trait, but it has its uses.

Relentless Crusaders: As Cody says, it needs to apply to Marauders as well, and that should help bring it in line.

Ritual Cannibals & Ruthless Raiders just need to have their potency bumped. Could also take the Chosen Uniter's route above, and have their potency increase further the more and more evil you get, giving you further reason to commit to the evil alignment.

Silver Tongued: Whispering Stone gives +1/2 alignment. Or increase Free City trade offers by +x% (25% perhaps?) Or allow us to have 2 different trades from a Free City at one time.
Either let us get vassals sooner, or increase the amount of resources we can expect from trading with the Free Cities. It would also be nice if we could increase the chance of them providing research as a potential trade option, not just gold or mana, useful as those both are?

Talented Collectors: Annexing a province with a cleared(?) magic material doesn’t take a population.
Similar to Wonder Architect in that it makes it easier for us to nab the Magic Materials we settle nearby. Still not entirely convinced this would make it strong enough, but better people than me are rating it as C-Rank, so it likely doesn’t need much more.

Vigilante Knights: Completing a bounty gives +50% Gold and Mana, +100 Imperium, and a +X% Exp bonus to all units involved in the bounty fight.
Could just increase the rewards directly, maybe so you always get both gold and mana when accomplishing a bounty, or perhaps food/production/research, but I figured that focusing on the combat and skill side of the knights makes sense. So completing bounties gives your units extra experience, allowing them to gain ranks - and for the Ruler/Heros, levels - faster. A thematically appropriate bonus, I believe.
 
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Personally, I think that balances changes should try to preserve/enhance the unique gameplay intended for the society trait; it's not much fun to use a trait that is just a minor or generic numeric buff to your army or economy. In other words, I'd like more creative solutions for the current balance suggestions. Here are some examples of approaches I'd consider for rebalancing:


Fabled Hunters: Instead of just reducing the extra yields from 75% to 50%, I'd consider making the extra yields always come as Food. The rationale is that the power of Fabled Hunters comes mainly from the times you get a production/gold boost, since they are the most impactful for early snowballing. Having the extra yields always coming as Food means that power is changed to something less swingy, while also having a stronger theme (Food is Nature's signature yield, and this affinity synergizes with population growth) and gameplay uniqueness (you can plan around having a consistently more populous empire, instead of just an empire that earns more random yields in general).


Perfectionist Artisans: I think this trait could simply have two or three free starting buildings (on top of the T3 unit), instead of reducing the extra production cost. The rationale is that, as Guthuk mentions in the video, Perfectionist Artisans' drawback comes from having to play catch up in infrastructure and yield from buildings, relative to other factions. That changes if you start with a building lead instead; the other factions become the ones that start playing catch up with you, but you have to work hard to maintain this lead.


Great Builders: I find it weak in both theme and power. It is supposedly a trait that makes your society have more SPIs that anyone else, but SPIs are already affordable enough without this trait, and you don't gain extra benefits from them if they aren't quarries. I'd remove its current quarry and starting bonuses for the following effects:
  • Cultural SPIs can be built twice per city, and the first cultural SPI in the city doesn't require a tier 2 Town Hall.
  • New starting bonus: Specialist Districts (5th Materium imperium skill, adds +5 gold to SPIs).
The actual power balance is hard to predict, since cultural SPIs vary a lot in power and function, and often synergizes with themselves (e.g. Industrious has an enhanced quarry that gives extra yields from having adjacent quarries). But it's a lot more interesting than what we currently have, and worth exploring.


Talented Collectors: It's weak in both theme and power, since it doesn't result in significant changes to your plans and is subject to a lot of randomness in Magic Material locations (both around the map and on the starting one). I'd change the starting bonus to be less variable, have the magic material unoccupied (even the mobs vary a lot in difficulty), and add the following effect:
  • Magic Materials are counted twice for your empire.
For instance, if you annex a province with a Tranquility Pool, you will gain two instances of that material instead of one. This means you have an extra material to trade with other empires and you unlock more options (and do it earlier) in the Item Forge. And if that material is a Void Stone, you can get its set bonus from annexing two Void Stone tiles, instead of three.


Devious Watchers: Personally, I think its focus is too spread around province vision, instead of leaning towards actual espionage with Scouts. I'd consider replacing the two effects regarding city/province/outpost vision for the following:
  • Scout units gain +3 Vision and Sensing Range.
  • You can see the skill tree of Heroes of other empires if that Hero is within Vision Range of one of your Scout units.
  • Gain knowledge for every Hero of other empires that are within Vision Range of one of your Scout units, based on the Hero's level (twice for Rulers).
This leans a lot more into Shadow's themes of being sneaky and earning more Research than other affinities. It also pushes you into using your Scouts as actual spies, instead of just as an exploration unit, making for a more unique gameplay. It's also something with actual potential for competitive play, since it grants research and lets you better judge the capabilities of your opponent's Heroes (especially if they're going for something unusual).
 
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