Population limit - AoF IMPLEMENTED

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Sunrise Samurai
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Population limit - AoF IMPLEMENTED

Post by Sunrise Samurai » Mon Sep 04, 2017 11:21 am

In AoS, population limits are fine. Everyone has the same options​, so it is merely a balance adjustment to higher priced units. AoF, however, is different. Each race has it's own strategy, and some fare better under global changes than others. Shifting the focus to fewer, stronger units and away from more, weaker units actually changes the balance of the races here. Undead tend towards more, cheaper units, quickly burning their population limit on raise dead. Orcs, on the other hand, have the best elite units, from orc king to ettins to master headhunters, and a population limit actually helps them make use of this. Humans and elves are a more middle​ ground here, with humans faring better with population limits and elves having a tendency to run into them more often.

I've also noticed a bug. Workers can create troops regardless of population limits.
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Alexander82
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Re: Population limit - AoF

Post by Alexander82 » Mon Sep 04, 2017 11:25 am

I totally agree with you Sunrise.

I have told Daniel, when implementing pop limit, that units should have been scaled by cost (e.g. a ettin, that costs 8 turns, should count as eight 1 turn units).

Also you shouldn't have turnarounds to have a higher population (e.g. by building ships or catapults).
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Re: Population limit - AoF

Post by Sunrise Samurai » Mon Sep 04, 2017 3:26 pm

This isn't the only global rule that can break the game, but it is a big one. And the only one with a decent chance of disabling. All techs and no upgrades also skew racial balance, since some races like humans get more out of all techs than others, like orcs. No upgrades also favors humans, as it leaves them a full mix of troops, including catapults, ornithopters, and imperial shielder, but any other race loses out on many of their best options.
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Alexander82
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Re: Population limit - AoF

Post by Alexander82 » Fri Sep 08, 2017 1:59 am

Daniel can you put a no-population-limit option at least in AoF?
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Stratego (dev)
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Re: Population limit - AoF

Post by Stratego (dev) » Fri Sep 08, 2017 4:58 am

sure, please put it to vote how others think it needed.
thanks!

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Re: Population limit - AoF IMPLEMENTED

Post by Stratego (dev) » Thu Mar 29, 2018 10:19 pm

New option 800

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Re: Population limit - AoF IMPLEMENTED

Post by Sunrise Samurai » Thu Mar 29, 2018 10:24 pm

Thank you. Undead have been able to reach and even exceed 200 in a 30-40 turn game ever since gravediggers were implemented. Elves hit the limit with plant bridges or wolves if played right, especially on normal/many tcs.
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Alexander82
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Re: Population limit - AoF IMPLEMENTED

Post by Alexander82 » Sat Mar 31, 2018 10:19 am

Does plant bridges count among the total? Is it cause they can move and thus are considered units instead of buildings?
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Re: Population limit - AoF IMPLEMENTED

Post by Sunrise Samurai » Sat Mar 31, 2018 11:16 am

Plant bridges and ent trainers both add to population, as do summoned wolves and ents.
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makazuwr32
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Re: Population limit - AoF IMPLEMENTED

Post by makazuwr32 » Sat Mar 31, 2018 11:21 am

But undead's Flesh golems (summoned) don't count for population.
Specifically for not so genious persons
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Alexander82
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Re: Population limit - AoF IMPLEMENTED

Post by Alexander82 » Sat Mar 31, 2018 5:04 pm

It might be ok for summoned units since there are ways to fight vanishing back buy I think that moving buildings shouldn't affect limit
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Re: Population limit - AoF IMPLEMENTED

Post by Stratego (dev) » Sun Apr 01, 2018 5:04 pm

Alexander82 wrote:It might be ok for summoned units since there are ways to fight vanishing back buy I think that moving buildings shouldn't affect limit
i believe there is a setting in specunitaction to exclude a unit type from pop counting.

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