Snakemen are pretty frightening, copper weapons notwithstanding. They tend to have large territories. The downside to this is that the Sand Raiders tend to snatch a bunch of them. Then you get the Sand Raiders mostly composed of iron-clad snakemen. Scary.
Not as scary as the one map I let gen to 2000, though. It was mostly 2 Sand Raider empires made up of Frost Giants, a Frost Giant Civ, and one lonely Dwarven Civ who I guess was just ignored. Seriously, one of the Sand Raider empires was composed of over 4000 Frost Giants! It's no wonder they smashed everyone else.
Sand Raiders ARE scary! I knew Snatchers were a pain in the backside, but having those little buggers bring up Frost Giants and armoured Snakemen ... I sense much Dwarf Slaughter.
I'm thinking that Sand Raiders are
way too strong with their snatching ability. If you remove this ability, then they should be much more reasonably balanced.
As for Snakemen and Frost giants, the biggest issue seems to be when they get snatched by others. Is there some way to increase the baby to adult maturation for these two races? Perhaps it should take at least 50 years for a Frost Giant to reach adulthood? And maybe 25 or more years for Snakemen? These are big, strong races, so it should take much longer for them to grow and their numbers should be small. Frost giants will wipe the floor with most races. Dwarves, in comparison, are very small and super weaklings. So dwarves should grow up fast and be able to breed like rabbits just to have a chance at survival. (As a
general rule, smaller creatures tend to have shorter gestation cycles, more offspring, and faster maturation. For instance, the breeding onset in mice is about 50 days.)
BTW: Your solution for having snakemen so strong was to limit them to copper stuff. Alternatively, maybe snakemen should be buffed up
slightly and be too proud to use armor (and/or weapons) and rely on their natural scale hide (or wrestling, biting & claws)? Or maybe their scaly, snake-like body makes wearing armor uncomfortable. (Or their claws makes using weapons somewhat uncomfortable?) That way, even if they are snatched, they can't be equipped with steel or better armor (/weapons).
I decided to give this mod a try (really like genesis, but thought more alchemy could be badass). However I'm having serious issues trying to get civilizations to survive in a medium region? Anyone have any advice besides just cut down the simulation time? With so much stuff it seems awfully hard to balance.
increase the number of civs to be seeded to 50, I always have them all with that.
Again, I don't mean to nag, but I see these things as signs this mod still has serious balance issues. I thought the whole point of adding lots of different races was to add variety? If a couple stronger races keep killing off and conquering the rest... isn't that a problem?
In my opinion, increasing the number of civs to seed is a
workaround, not a fix. Anyway, doing that clutters up the history with an excess of violence and dead civs.