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Master of magic normal unit balance mod

Attempt to modify normal unit stats to make them more usable.

Modification is made on top of CoM. Therefore, a lot of CoM modifications were reverted or compensated to resemble vanilla development pace.

Archetypical unit change

Standard units

type melee ranged defense
spearmen 2 2
swordsmen 4 2
cavalry 5 2
halberdiers 6 4
bowmen 1 3 1
shamans 2 3 4
priests 3 4 4
magicians 1 5 3

Races unit economical effectiveness

Some races are economically advantageous and can produce units faster and support more of them. Here is the estimate how effective racial units should be. Higher number defines higher fighting power per cost.

race effectiveness comment
Orcs 1.0
Barbarians 1.3 Grow fast but otherwise economically disadvantageous.
Beastmen 1.0
Dark Elves 1.0
Draconians 0.8 Flying units allows fast expansion.
Dwarves 0.8 The best producers in the game with multiple additional bonuses.
Gnolls 1.5 The most economically disadvantageous race.
Halflings 1.0 Tough to say. Extra food production but serious lack of infrastructure.
High Elves 1.0
High Men 1.0
Klackons 1.0 Powerful producers but economics is very bad.
Lizardmen 1.3 Bad economy but fast expansion ability.
Nomads 1.0
Trolls 1.0 Appalling economy but regeneration requires less units to build.