Placeholder in case I ever use this later.

The techs to recruit these monsters is rather expensive, and King of the Wastes is even more expensive.  These units should be late-game in terms of toughness, or come in higher numbers but less frequently.

 

Knights of Asok require alliances, they should be mega-strong units, as that's an endgame tech.  Getting an ogre or troll lair activated should be as much of a gamechanger as say broadswords or pikes.

 

One suggestion: Yithril shouldn't need these techs to recruit monsters, getting the techs should buff monster stats for Yithril, they are the monster faction after all.  This would also make them more interesting.

 

 


Comments
on Sep 30, 2012

sounds interesting...

on Sep 30, 2012

well the problem is lairs come in weaker shape at start so if they are too easy to get it would be another huge rng

not only CTRL N for shards then we would CTRL N to have a troll lair close

 

maybe there should be tiers of lair like 4 tech one following the other providing different tiers for the same lair

also bigger lairs would require the later techs only

 

so recruiting 1 normal troll, normal ogres

recruiting 2 troll warrior, etc

recruitint 3, giant rock spider troll stronger

recruiting 4 troll king and drakes

 

this should be easily moddable though

on Sep 30, 2012



One suggestion: Yithril shouldn't need these techs to recruit monsters, getting the techs should buff monster stats for Yithril, they are the monster faction after all.  This would also make them more interesting.

 

While I agree with most points. Yithril is not the monster faction. That would be the Urxen that are no longer playable in the game.

on Sep 30, 2012

I think it would be fun if you could upgrade the lairs, in a similar fashion to how outposts are upgraded.  The upgrade could allow a variant of the basic monster.

 

In my last game I have been trying to use the lairs more.  I find they are useful to plug some gaps, or get an occasional ogre tanker, but I still primarily depend on my faction units.

 

I made a custom Urxen race and they tend to do quite well.

on Sep 30, 2012

I really think the direction of recruited monsters need to be altered. Recruited monsters should not be automatically spawned up to limit X like they do now. Having a limit is fine, but automatic spawning is not. The player should continuously be spending influence to recruit monsters, production to actually make them, and gildar to keep them paid.

These "monster lair improvements" should also be upgradeable as you progress in the game. Instead of a single troll camp there should be one or two upgrades that give us access to troll shamans and/or troll warriors. Same for ogres, wildlings and so on. These should be roughly balanced according to technology investment equal to warfare or magic tree.

The world also needs many more of these monster recruitment places to make it a viable strategy to pursue. They should face the same restraints that other resources do, don't get me wrong. Sometimes you should get many, sometimes you should get too few to use well. But right now for every ten crystal crags I find, I find one monster recruitment place. It makes it a no-brainer to not research access to them.

Managing the civilization tech tree in this manner would make it an interesting choice for the player to pursue. A player starting near lots of influence may decide to skip magic and warfare altogether, and build mighty cities instead that pay off monsters to keep them safe. High influence and gildar costs ensure that the recruitment centers do not bleed over to other tech trees, just like metal pegs a player in warfare and crystal/mana pegs a player in magic.

on Sep 30, 2012

Hired monsters should be interesting. Upgradeable their homes is a good option. Maybe they should add in a unit constructor like jugernauts when studied in the right technology . And for them will have their own unique perks and weapons with armor.

This is very much work for developers, but it can be interesting. 

on Sep 30, 2012

I agree with this thread but the main thing is that they should be available earlier, upgrade would be cool to.

on Sep 30, 2012

I agree. My mod has four major types of units: Trained, Champion, Monster, Summons.

on Sep 30, 2012

Heavenfall
I really think the direction of recruited monsters need to be altered. Recruited monsters should not be automatically spawned up to limit X like they do now. Having a limit is fine, but automatic spawning is not. The player should continuously be spending influence to recruit monsters, production to actually make them, and gildar to keep them paid.

These "monster lair improvements" should also be upgradeable as you progress in the game. Instead of a single troll camp there should be one or two upgrades that give us access to troll shamans and/or troll warriors. Same for ogres, wildlings and so on. These should be roughly balanced according to technology investment equal to warfare or magic tree.

The world also needs many more of these monster recruitment places to make it a viable strategy to pursue. They should face the same restraints that other resources do, don't get me wrong. Sometimes you should get many, sometimes you should get too few to use well. But right now for every ten crystal crags I find, I find one monster recruitment place. It makes it a no-brainer to not research access to them.

Managing the civilization tech tree in this manner would make it an interesting choice for the player to pursue. A player starting near lots of influence may decide to skip magic and warfare altogether, and build mighty cities instead that pay off monsters to keep them safe. High influence and gildar costs ensure that the recruitment centers do not bleed over to other tech trees, just like metal pegs a player in warfare and crystal/mana pegs a player in magic.

 

Monsters should be paid in -growth (food for the trolls). 

 

I agree with much of the rest of this.

 

I don't think a troll rush would work because you'd need to rush to wildland allies, which isn't early game.

 

on Sep 30, 2012

Heavenfall
I really think the direction of recruited monsters need to be altered. Recruited monsters should not be automatically spawned up to limit X like they do now. Having a limit is fine, but automatic spawning is not. The player should continuously be spending influence to recruit monsters, production to actually make them, and gildar to keep them paid.

These "monster lair improvements" should also be upgradeable as you progress in the game.

 

yeah pretty much this, different level of lairs and a cost to recruit them