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#564
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Nargott

Take, for example, all the ranged units in this game, and think about the racial characteristics (for example, human ranged units have high damage and low initiative, elven ranged units have high initiative but low HP + very weak melee combat, etc.). This will make the units more distinctive and memorable. This is what is called a quality balance.
The developers tried to do this, and there is nothing new here.

The balance can be adjusted using various methods. You can do it your own way, or you can follow some other idea, and both options will be good. Some players only see one option due to the subjectivity of their thinking, which prevents them from perceiving other people's ideas, and therefore only one narrow option for solving the problem, then they go through their own mistakes and see the truly correct other one - again, only one. But there are many such options.

The problem here is also that the developers gave the units some logical meaning, which puts the modder in certain frameworks, when in terms of gameplay, going beyond these frameworks looks much better.

If I were making this project, or something similar (and I have a lot of experience in Modding), I would take into account the fact that the majority is usually wrong (a very good tautology). It's simple to prove: in the first vote, one majority prevailed, in the second vote, another majority. But only those who voted for both winners at once are right, and these people may not be the majority (and even in this case, considering both samples, completely different options could have won). In addition, players of different levels vote. What if there are even more such votes?

For me, creativity in terms of specific gameplay (less systemic to the whole game) is the highest priority. The General system is useful for balance, but sometimes it suffers in terms of the game's interesting aspects (for example, not considering breakthroughs as an important element of the game, but only their presence for obtaining resources).

But here again there is a catch: when achieving a good creative-balance, the logic of the original components that the developers laid down may change, as well as many units, and their models (according to the logic).

Therefore, it is more important to understand what we want: to equalize the upgrades, which is unlikely to take long, or to engage in a long game between forum users and our own consciousness. The author is the God of creation. It is up to him to decide what will happen, and we can only nitpick and evaluate, which, of course, can also influence the result, and may even be better, but each artist has his own vision.

In addition to this topic, this post is also relevant to the neighboring one.)

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