That way, even if a warlord could learn a summoning spell, his summoned units would be weaker. Archdruid gets some, but it's not really that noticeable compared to the kind of upgrades Warlords and Dreadnoughts get for their units. I also think summoning classes should have gotten more abilities that bolster summoned units. Would have been fun if some specialisations allowed you to produce new units in cities. (Except for dwellings, but those are a very limited resource on most maps.) Like I said in my previous post, to an extent this is just a part of the intended game balance: casting classes have a stronger early game because they start with good summoning spells.īut it is a bit unfair that production classes can use specialisations or find secret spells that let them summon great units, but casting classes cannot really get better produced units. Sorcerer in the end-game can still do some horrifying stuff with Age of Magic and stuff like earthquake or hellfire, if they have those, sure. But it's not manticores or tier IV angel summons.Ī] in the end game, production classes scale much faster than casting classes, because getting more cities is a lot easier than getting more casting points.ī] summoned units from specialisations (earth elementals) or found in treasure sites are as good as those summoning classes get, eroding their advantage. And, it's an issue you're not addressing.Īs others have said, this is not the issue because being able to produce Tier IV units is not that big a deal. The fact that Sorcs and Arch Druids have no T4 production options whereas all production classes have access to T4 summons is the issue.
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