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Old September 23rd, 2008, 06:36 PM
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HoneyBadger HoneyBadger is offline
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Default Re: New nation : Shangri La, Hidden City of the Secret Masters

Units:

Bhödpa Spearman : Hp 10, Size 2, Str 10, Att 10, Def 13, Prot 7, Mor 10, MR 10 Mv 11(2), Prec 9. Weapons: Spear, Javelins. Armor: Leather hauberk, Reinforced leather cap, Shield.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 8.

Bhödpa Archer: Hp 10, Size 2, Str 10, Att 10, Def 9, Prot 7, Mor 10, MR 10,Mv 12(2), Prec 10. Weapons: Dagger, Shortbow. Armor: Leather hauberk, Reinforced leather cap.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 6.

Bhödpa Warrior: Hp 10, Size 2, Str 10, Att 10, Def 13, Prot 7, Mor 10, MR 10 Mv 11(2), Prec 9. Weapons: Falchion, Javelins. Armor: Leather hauberk, Reinforced leather cap, Shield.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 11.

Bhödpa yack rider : Hp 12, Size 3, Str 10, Att 11, Def 14, Prot 7, Mor 10, MR 10 Mv 22(3), Prec 9. Weapons: Light Lance, Gore (Dmg 13, no strength added), Shortbow. Armor: Leather hauberk, Half Helmet, Buckler.
Mountain surv; Cold res. 75; Mounted.
Cost: Gold 20, Res 14.

Bhödpa Horseman : Hp 12, Size 3, Str 10, Att 11, Def 10, Prot 7, Mor 11, MR 10 Mv 25(3), Prec 10. Weapons: Light Lance, Hoof, Shortbow. Armor: Leather hauberk, Half Helmet, Buckler.
Mountain surv; Cold res. 75; Mounted.
Cost: Gold 20, Res 14.

Mda Pad (Shangrilan archer) : Hp 10, Size 2, Str 10, Att 10, Def 9, Prot 9, Mor 12, MR 11, Mv 11(2), Prec 12. Weapons: Shortsword, Composite bow. Armor: Full Leather Armor, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 12.

Shangrilan Crossbowman : Hp 10, Size 2, Str 10, Att 10, Def 12, Prot 9, Mor 12, MR 11, Mv 10(2), Prec 12. Weapons: Shortsword, Crossbow. Armor: Full Leather Armor, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 14.

Shangrilan Medium Infantry : Hp 10, Size 2, Str 10, Att 11, Def 8, Prot 13, Mor 12, MR 11, Mv 10(1), Prec 10. Weapons: Glaive. Armor: Scale Mail Hauberk, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 17.

Shangrilan Medium Infantry : Hp 10, Size 2, Str 10, Att 11, Def 14, Prot 13, Mor 12, MR 11, Mv 8(1), Prec 10. Weapons: Falchion. Armor: Scale Mail Hauberk, Half Helmet, Tower Shield.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 20.

Shangrilan Heavy Infantry : Hp 10, Size 2, Str 10, Att 11, Def 7, Prot 14, Mor 12, MR 11, Mv 9(1), Prec 9. Weapons: Glaive. Armor: Full Scale Mail, Half Helmet.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 20.

Shangrilan Heavy Infantry : Hp 10, Size 2, Str 10, Att 11, Def 13, Prot 14, Mor 12, MR 11, Mv 7(1), Prec 9. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Tower Shield.
Mountain surv; Cold res. 50.
Cost: Gold 15, Res 23.

Dmag Dar (Shangrilan Standard-bearer) : Hp 12, Size 2, Str 10, Att 11, Def 9, Prot 13,Mor 14, MR 11, Mv 10(1), Prec 10. Weapons: Falchion. Armor: Scale Mail Hauberk, Half Helmet.
Mountain surv; Cold res. 50; standard (5).
Cost: Gold 20, Res 17.

Dmag Hrag (Shangrilan Elite Infantry) : Hp 14, Size 2, Str 11, Att 13, Def 13, Prot 17, Mor 14, MR 11, Mv 8(2), Prec 9. Weapons: Falchion. Armor: Full Chain Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50.
Cost: Gold 25, Res 27.

Rta Pa (Shangrilan Heavy Cavalry) : Hp 12, Size 3, Str 11, Att 12, Def 15, Prot 19, Mor 12, MR 11, Mv 23(2), Prec 10. Weapons: Lance, Falchion, Hoof, Composite bow. Armor: Rta Pa armor (Prot 19, def -3, enc 3), Half Helmet, Shield.
Mountain surv; Cold res. 50.
Cost: Gold 40, Res 9.

Huge Prot. for EA. With Res. 9 it's unbalanced. I'd suggest no higher than 16 Prot. for EA, unless you've got a *very* special case. Even in unique circumstances, I'd think long and hard before making any recruitable unit's Prot. more than 18 in EA.

Rule of thumb: 10 Prot in EA is rare, 12 Prot is very good, 14 is superior, and 16 is fantastic.

Shangrilan Guardian of the Hidden Valley : Hp 15, Size 2, Str 11, Att 13, Def 14, Prot 14, Mor 15, MR 12, Mv 11(2), Prec 10. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50; Castle def. 1; Patrol bonus 1; sacred.
Cost: Gold 40, Res 44.

Mi Gö : Hp 20, Size 3, Str 16, Att 11, Def 10, Prot 5, Mor 13, MR 11, Mv 14(2), Prec 9. Weapons: Great Club. Mountain surv; Cold res. 100; Cold power 1.
Cost: Gold 20, Res 3.

Mi Gö Hunter : Hp 20, Size 3, Str 16, Att 11, Def 10, Prot 5, Mor 13, MR 11, Mv 14(2), Prec 11. Weapons: Spear, Javelins. Mountain surv; Forest surv; Cold res. 100; Cold power 1; Stealthy 5.
Cost: Gold 25, Res 5.

Mi Dred : Hp 25, Size 3, Str 16, Att 12, Def 10, Prot 14, Mor 13, MR 11, Mv 13(2), Prec 9. Weapons: Ice Cudgel (Dmg 8, Len 3, magic, second. eff. Cold). Armor: Scale Mail Cuirass, Bronze Cap.
Mountain surv; Cold res. 100; Cold power 1; Sacred.
Cost: Gold 40, Res 21.

Commanders:

Bhödpa Scout : Hp 10, Size 2, Str 10, Att 10, Def 11, Prot 7, Mor 10, MR 10 Mv 10(2), Prec 10. Weapons: Spear, Javelins. Armor: Furs, Reinforced leather cap, Shield.
No leader; Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 10, Res 7.

Bhödpa Sde Pa (Bhödpa Clan Chief) : Hp 12, Size 2, Str 11, Att 11, Def 13, Prot 9, Mor 10, MR 10, Mv 12(2), Prec 10. Weapons: Falchion. Armor: Scale Mail Cuirass, Reinforced leather cap.
Mountain surv; Cold res. 75; Stealthy 0.
Cost: Gold 40, Res 14.

Dmag Dpon (Shangrilan Officer) : Hp 14, Size 2, Str 11, Att 11, Def 14, Prot 14, Mor 12, MR 11, Mv 8(2), Prec 10. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50; Standard (5); good leader.
Cost: Gold 60, Res 22.

Rta Dma Go (Shangrilan Cavalry Commander) : Hp 14, Size 3, Str 12, Att 12, Def 17, Prot 19, Mor 13, MR 11, Mv 23(2), Prec 10. Weapons: Lance, Falchion, Hoof. Armor: Rta Pa armor (Prot 19, def -3, enc 3), Half Helmet, Shield.
Cold res. 50, Mounted; Standard (5).
Cost: Gold 80, Res 41.

Rje (Shangrilan King) : Hp 16, Size 2, Str 13, Att 13, Def 17, Prot 14, Mor 12, MR 11, Mv 8(2), Prec 10. Weapons: Falchion. Armor: Full Scale Mail, Half Helmet, Shield.
Mountain surv; Cold res. 50; Standard (15); expert leader; Sacred.
Cost: Gold 140, Res 22.

Trapa (Shangrilan Monk) : Hp 10, Size 2, Str 10, Att 11, Def 9, Prot 1, Mor 12, MR 11, Mv 12(2), Prec 10. Weapons: Fist. Armor: Robes. Mountain surv; Cold res. 50; Poor leader; Sacred.
Astral 1, Holy 1, 20 % chance Air, Earth or Astral.
Cost: Gold 50, Res 2.

Ngagspa (Shangrilan Sorcerer) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 2, Mor 11, MR 13, Mv 12(2), Prec 10. Weapons: Phurba (Dmg. 3, Len 0, Att +1, magic, dmg x2 vs.demons). Armor: Robes.
Mountain surv; Cold res. 50; Poor leader; research bonus -3.
Earth 1, Death 1, Nature 1, Blood 1, 50 % chance Air, Earth, Death, Nature or Blood,50 % chance Air, Earth, Death, Nature or Blood (twice, it's not an error).
Cost: Gold 150, Res 2.

Demon Hunter : Hp 11, Size 2, Str 10, Att 13, Def 11, Prot 1, Mor 15, MR 12, Mv 12(2), Prec 10. Weapons: Phurba (Dmg. 3, Len 0, Att +1, magic, dmg x2 vs. demons). Armor: Robes. Mountain surv; Cold res. 50; poor leader; Sacred.
Fire 2, Astral 1, Holy 1, 50 % chance Air, Fire, Astral, death or Blood.
Cost: Gold 160, Res 6.

Ragyapa : Hp 11, Size 2, Str 10, Att 11, Def 10, Prot 1, Mor 13, MR 12, Mv 12(2), Prec 10. Weapons: Kukri (Dmg. 3, Len 0, Att +2). Armor: Robes. Mountain surv; Cold res. 50; Poor Leader; Sacred.
Fire 2, Astral 1, Holy 1, 20 % chance Air, Earth or Astral.
Cost: Gold 120, Res 4.

Nyingmapa (Red-Hat Lama) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 3, Mor 16, MR 13, Mv 14(3), Prec 10. Weapons: Fist, Lightning. Armor: Robes.
Mountain surv; Cold res. 50; Poor Leader; poor magic leader; Sacred.
Air 2, Earth 2, Astral 2, Holy 2, 100 % chance Fire, Air, Earth or Astral, 50 % chance Fire, Air, Earth or Astral.
Cost: Gold 240, Res 2.

Gelug (Yellow-Hat Lama) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 2, Mor 16, MR 13, Mv 14(3), Prec 10. Weapons: Fist, Lightning. Armor: Robes. Mountain surv; Cold res. 50; Sacred; OK Leader, poor magic leader.
Air 1, Earth 1, Astral 2, Holy 2, 100 % chance Air, Earth or Astral, 20 % chance Air, Earth or Astral.
Cost: Gold 220, Res 2.

Karmapa (Black-Hat Lama) : Hp 10, Size 2, Str 10, Att 10, Def 10, Prot 1, Mor 16, MR 13, Mv 14(3), Prec 10. Weapons: Fist, Lightning. Armor: Robes.Mountain surv; Cold res. 50; Fortune teller (10); Poor Leader, Poor undead Leader; Sacred.
Air 1, Astral 3, Death 1, Holy 2, 100 % chance Air, Earth, Astral or Death, 20 % chance Air, Earth, Astral or Death.
Cost: Gold 230, Res 2.

Hidden Master : Hp 12, Size 2, Str 10, Att 11, Def 10, Prot 3, Mor 16, MR 13, Mv 14(3), Prec 14. Weapons: Fist, Lightning. Armor: Robes. Mountain surv; Cold res. 75, poison res. 50; NNE; Flying; Stealthy 10; OK leader; Sacred.
Air 2, Earth 2, Astral 3, Holy 3, 100 % chance Fire, Air, Earth or Astral, 20 % chance Fire, Air, Earth or Astral.
Cost: Gold 360, Res 2.

Your nation has good access to every path except Water-to which it's got resistances (Cold). You've also got recruitable Sacreds, strong Summons (it sounds like), and terrific Holy magic. I don't see too much that it's weak against, nor do I see much that it can't do--or that really *defines* it as a Tibetan nation. It's good so far-and fantastic, graphically!-especially as a first effort, but I think some time and effort still needs to be done to get them statistically where they should be.

I hope this helps a little-there's better judges out there, but those are the things that are most glaringly obvious.
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Old September 24th, 2008, 10:06 AM
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Tongue Re: New nation : Shangri La, Hidden City of the Secret Masters

OK, let's see...

1) Shangri La is now in MA, not EA , so I guess high Prot is OK. Furthermore, it seems tibetan armors were renowned (as far as Arabia) and of high quality. I removed some units (crossbwoman, medium infantry), so Shangri La have now units with either low prot (Bhödpa infantry with prot 7) or high prot (shangrilan infantry & cavalry).

2) Sacred units now cost much more (respectively 60 gp for Guardians of the Hidden Valley & 70 gp for Mi Dred).

3) Mages are more expensive (+30/60 gp) & less powerful (for example : Ngagspa : Earth 1, Death 1, Blood 1, 100 % chance Air, Earth, Death or Blood ; Demon Hunter : Fire 1, Astral 1, Holy 1, 20 % chance for Air, Fire, Astral or Death ; Ragyapa : Death 1, Holy 1, 50 % chance for Air or Death; Ragyapa were never meant to have Fire nor Astral magic, it's a typo...).

4) Magic diversity : Wise Ones (Mi Gö mages) HAVE some water magic (1, possibly 2), but are quite expensive, I think (240 gp for a W1, E1, N1 mage with 50 % for +1 in W/E/N), and are cap only. Ngagaspa no longer have Nature, so Wise Ones are your only access to Water & Nature, and, I repeat, they're cap only and quite expensive.

5) Yes, Shangri La have strong summons, but I'm trying to make them expensive and difficult to access: many summons require death and/or blood 3+, while you have a quite limited access to death and blood magic (karmapa may have high death magic levels, but no blood, and Ngagspa have Death and Blood at 1, and a chance to have of these two at 2, but not both), or Water and/or Nature. I'm trying to fix the cost of summons to a quite high amount of gems/blood slaves, but not TOO high (I've changed the cost about 6-8 times as for now, and I think I've found a good amount for each summon).

7) I've lowered the leadership of Dmag Dpon and Rje (respectively 40/80).

8) As for being thematic...

- I try to make units according to the documentation I found (tibetan seemed to have very good heavy cavalry, the chinese feared them a lot; they also had quite heavy infantry, and often wielded spears or swords; They also had light infantry and cavalry, in Shangri La the Bhödpa; BTW, Bhödpa means "people of Bhöd", "inhabitant of Bhöd", and Böd is tibetan for... Tibet !). I gave units tibetan names: Rta Pa means "horseman" or "mounted soldier" in tibetan, Dmag Hrag is "capable soldier", Mda Pa is "soldier armed with bow & arrows", dmag dpon means "army commander"; Nyingmapa, Karmapa & Gelug (or Gelugpa) are actual sects (understand "school") of tibetan buddhism (Tenzin Gyatso, the 14th & actual Dalai Lama, is a Gelugpa); Ngagspa is a word used for example by Alexandra David-Néel to name a sorcerer or magic-user, etc...

- Tibetan mages were famed for their great powers, they were also greatly feared by their neighbours. It is why I gave Shangrilan mages such high levels in magic (and also because many great & famous lamas were reputed to have great spiritual powers or to be great wizards or sorcerers), and many of them are priests, with high levels in holy magics, 'cause Tibet is a theocraty (priests rule and have a VERY great influence, even in everyday life) & lamas are said to possess magical knowledge.

- Magic diversity : it seems that tibetans are obsessed with magic, sorcerers & demons. Lamas are said to have spiritual powers (they are able to send their spirit across great distances, to foretell the future or see distant places, etc...), so Astral magic seems to fit in. They also inhabit a rocky mountain land (air for heights & earth for the mountains), and tibetan mages are said to be able to send messages "across the air", use illusions, may make their body as hard as rock or steel and have some powers over the land (including earthquakes or landslides, it seems). Reincarnation, strange burial rites ("sky burial") and medium-trances to comunicate with the deceased ones, all this made me include death magic. Tibetan exorcists uses fire against demons (Padmasambhava used it against the theu'rangs and against the deity/demon Pehar) and mystics use technics based on "inner fire", so I gave a bit of fire magic ('cause I couldn't give 'em a lot) to Demon Hunters. Finally, evil spells, necromancy, curses and summoning of demons and other wicked beasts (Death, again, & blood) are common when you speak about tibetan sorcerers. Even milarepa, the poet & buddhist ascet, first learned "dark magics" & used it to send a giant scorpion to crush the house of his family's enemies (who said "Bind Scorpion Beast" ?)...


(My post is almost as long as HoneyBadger's one )
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