
Originally Posted by
Belphegor
At the moment I'm playing my first campaign with the Silvans, at the moment around turn 50. They are really really challenging, i totaly agree.
It's not that they are weak, as sentinels of the woodland realm can mow down pretty much anything in early game, forrest wardens rape goblin infantry, spearmen can hold the line against infantry decently and light archers are good support.
I haven't gotten into the late game stage yet, but from custom battles the spearmen and swordsmen, plus heavy archers own big time.
The problem is, the lack of variability. For the first 50 turn, most towns - outside of starting positions are going to be left with spearmen to recruit, at best. Which is not enough for any decent defence. Plus so far Sentinels are only recruitable in one region, so most of the army is confined to light archers, spearmen plus the occasional wardens. This is all fine for a sound defence, you can fight the stupid orcess back to the mountains. But that's where you will stop.
To be honest, my only defeat came when I tried to assualt Moria. No. 1 the garrison script which spawned trolls at about turn 10, without them I would have taken the mines, but whatever. At least it's a challange. But it taught me that I cannot afford to wage war and sieges with light units, as that is the only thing available in the first 50 turns.
By the time you get to turn 50 Gondor and Rohan are more or less out, the Eldar are fight with Eriador (WTF?) and it's more or less you against the forces of darkness. Sooner or later I expect a defeat - onless I just fight through one heroic victory to another to overthrow Barad Dur...
One point is the absolute reliance on 3 or 4 units and still afterwards, only a couple more become available. I think more variations, new units, would really help balance the game out, for most factions. I mean compare the roster of Silvans or Eldar with Mordor or Rhun. Silvans get 8 units plus General and seige, when other factions have more combinations avialable (Minus OotMM). I'd recoment atleast one more infantry unit, perhaps more archers, or even light cavalry. I guess that's one issue for future releases.
The second thing is the economy. Lore-wise, I just cant imagine the Elves struggling to pay for soldiers, or even paying soldiers, yet I find my self bankrupt most of the time and new constructions - markets, studious etc are huge luxury. The towns income is ridicolously small - so far the only one earning above 1000 is the capital and Lotholorien is at some silly 600 gold. In the long term, sustainability for a large army is not visible. Sometimes I'm glad that I get sustain more casualties so my upkeep lowers.
I know this was kept as for the AI not to spawn huge elven armies, but the AI itself gets a gold bonus, but the human is left with high upkeep, big distances between cities against hordes of orcs. The balance, also the whole balance of Good vs Evil (as the hordes of darkness just rape everything), needs to be redone, to make the campaign last into endgame and actualy give a chance to the "good" side.
I mean the mod is an excelent project, the team has done an incredible job creating something, no comercial company would do (properly that is) but there certainly are bugs and difficulties that need to be picked out and corrected.