I posted the following over at the
Desura Forum and the
Invision Forum, and I'd appreciate it if any of y'all would add your thoughts on the matter. Hilariously, the first two responses I got on the Invision forum were "Don't worry, CBM will fix this".
MA Ulm. A nation I really, really, really want to work. In the past, it hasn't, but now we're in the brave new world of Dominions 4 so MA Ulm might, this time around, be competitive in its off-beat sort of way.
I've purchased the game and been having a fun time exploring all the new goodies through the beta, but what I'm finding with MA Ulm has me a bit concerned. However, I could easily be looking for balance from a Dominions 3 frame of reference, and missing what is actually balanced for Dominions 4. Or it may be that the rest of the changes haven't even been made yet (the game being in Beta and all) and I'm looking at an incomplete fix. So what I would like is to give a list of my observations/concerns and then have the good, informed people of this forum tell me how truly wrong I am and how MA Ulm will be competitive come the end of September. And on the off-chance I do stumble across a genuine balance concern, that said concern will be corrected by release or in a follow-up patch.
Enough preamble, let's look at Ulm!
Observations
1) Ulm's troops (i.e. not commanders) haven't changed stat-wise or cost-wise. The exception is that Sappers are now Map Move-1 (down from Map Move-2), and of course there are those oh-so-neat size-1 war hounds. The former is a small change (Ulm's only Move-2 unit is the Black Knight, and while the hounds are Move-3 there are no Move-3 commanders), but the latter is a neat, new deal.
However, my concern is that Ulm's troops have always been pretty lack-luster. High protection is excellent, of course, but their generally underwhelming weaponry, slow speed (in combat and on the map), poor magic resistance, very high resource cost, and terrible endurance have meant Ulm's armies have not been all that impressive. I think the biggest concern is that of fatigue; Ulm simply can't fight that long and the units don't hit often enough to make a battle end quickly. You want to have your superior protection allow you to attrition the enemy down, but you're racing the clock before your forces pass out and get their throats slit. And while there are many magical options to improve the protection of an army, there are almost none that improve it's endurance.
2) Ignoring Master Smiths for a moment, Ulm's commanders are unchanged except for a few slight price tweaks and Siege Engineers now have a siege bonus of +40 instead of +20.
I have nothing to say on this matter, other than that it means Ulm is not receiving any buffs here. That's fine; there is plenty of room elsewhere for buffs.
3) Master Smiths cost 5gp less, provide +10 resources. I'm going to address the forging changes further down, so I'll leave that out here.
This seems like a moderately big deal because it seems like almost all other nations have had their mages made more expensive and/or slower to recruit. The absence of both these nerfs makes for an indirect buff for Ulm! This has me excited. The resource boost is also nice because, let's face it, you're not really going to be recruiting much of anything EXCEPT Master Smiths for Ulm, so having all of those be cheap and provide some extra resources is a solid leg up for the nation. That said, +10 resources isn't actually that much for Ulm like it would be for other nations; you can upgrade one non-blacksteel unit to it's blacksteel counterpart for each Smith present, or recruit an extra 2x 24-resource goombas for every 5 smiths. Unless you plan on recruiting a lot of non-Ulmish troops (or dogs, I guess), the benefit here is modest. Welcomed, but modest.
4) Ulm is worse in almost all ways at forging than it used to be.
This has me really concerned. I'm fine with the forging revision, in abstract, but I'm worried that it might undermine an already under-performing nation. Let's look at the gem cost in forging the following typical items for Ulm, comparing a Dom3 Master Smith against a Dom4 Master Smith.
Item
Dom3 Dom4 Delta Dom3 w/Hammer Dom 4 w/Hammer Delta
Pendant of Luck
3S 3S 0 2S 1S -1
Fire Brand
3E3F 4E4F 2 2E2F 3E3F 2
Boots of Earth
7E 8E 1 5E 6E 1
Charcoal Shield
7E3F 9E4F 3 5E2F 8E3F 4
Crystal Coin
7E7S 9E9S 4 5E5S 8E8S 6
Dwarven Hammer
11E 13E 2 7E 11E 4
Robe of Invulnerability
30E 38E 8 20E 36E 16
If you are forging an item that costs strictly 5 gems, then a Dom4 smith performs as well or better than a Dom4 smith. However, for everything else it gets worse. By quite a lot, actually. Again, I'm not being critical of the forging changes in general, but the data clearly shows that Dom4 Ulm will forge less efficiently than Dom3 Ulm, in the majority of cases. On the surface, this seems like a really large nerf to a nation that wasn't all that great to begin with. So I'm really, REALLY curious to know what is being done to offset this issue.
Conclusion
Dom3 Ulm needed help. Making blacksteel armor lighter (i.e. lower encumbrance) than normal steel armor would've helped. Making Ulm's rank-and-file carry better weaponry, or have better MR, or both would've helped. Giving the smiths the chance of getting the paths they needed to actually summon those Iron Angels would've helped. It looks like Dom4 Ulm is in similar need of help, because what little it's gotten hasn't really addressed the larger issues, and because Dom4 Ulm seems much worse at that one thing they did really, really well: forging.
So I'd be much obliged if you all could fill in the blanks for me and show me how Dom4 MA Ulm is balanced and I'm just not seeing it, or how it will be balanced after specific changes are rolled out.
Thanks in advance,
Shatner