I wanted to make a post about Demeter, my thoughts on the new Goddess, my issues with her, the way I think she was designed to be played and where the devs in my opinion missed the mark in a lot of ways. I’m probably going to go over every single new addition separately.
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The overall Goddess design: I think this Goddess was designed with a turtling playstyle in mind, you have a small base with VC’s around goldmines, you have zoning tools like Pan’s godpower, Hestia’s godpower and the hamadryad, you have anti-raiding walls and villagers, you have a tech that heals your villagers, you have several farm bonuses so you don’t have to spread yourself around on the map looking for hunt, you are in a lot of ways persuaded to build VC’s because of the bonuses and the fact that Persephone’s godpower destroys your TC’s, I think that’s why Hestia has the population tech, to compensate for building VC’s instead of TC’s
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Where they missed the mark: I will go into more details later, but I think Lykaons are too clunky to be used in the way they were intended, a lot of the myth units have their functionality locked behind expensive techs and it doesn’t feel great to make them as a result, things like the Hamadryad and the Harpy are very niche in the way they’re used and so it often feels like you don’t have a myth unit, Sirens need support to function well, it all feels very overdesigned, playing Demeter with the new minor gods almost makes me wish I could just have a normal myth unit that’s good without all the bells and whistles. I wish you had a normal unique unit like the other Greek gods. The VC bonuses don’t really make you want to build VC’s, some extra HP and attack does not matter at all, the only bonus that helps you with VC play is the extra build speed around goldmines.
Pan and the classical age:
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The design: I think this minor God was designed to have a very defensive playstyle, very beginner friendly as well. You have extra villagers that can quickly turn themselves into anti-raid tools, you have a godpower that can create a no-fight zone for a very long time, you have an upgrade for your walls that can quickly dissuade any raiding party from attacking your walls. I think the idea with Lykaons was to have a unit that could function as a villager until a big fight happens where you can then turn them into myth units that you can heal up later with the Demeter unique tech.
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My issues: Lykaons are very clunky in the way they behave, you can lose them very quickly to a hero or myth unit, there are instances of them dying before they get to turn into a werewolf, I think a good solution would be to make them automatically turn with 25% remaining once they hit 0 hp in their villager form. I don’t like how once they’ve turned you need an expensive upgrade to turn them back and make them functional. The way they turn back into villagers doesn’t feel smooth, you have to idle them → press Q → wait for the animation → move to a resource. It would feel SO MUCH better if you could just (when out of combat) click the lykaon → send to resource and it would just turn automatically. My biggest issue with Pan honestly comes from these lykaons, they need some QoL. They’re also not necessarily a great anti-raid tool because of how slow they are, if they get hit by a cav unit they turn and they’re effectively not a villager anymore, so a lot of the functionality is again hidden behind a tech that’s very expensive, I would make the tech cheaper and bake the functionality of the tech into the myth unit itself. I think Arcadian Meadow lasts way too long.
Hestia and the heroic age:
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The design: I think Hestia was designed to have a zoning playstyle, the godpower dissuades enemies from attacking and Hamadryads can be a powerful zoning tool, this allows you to expand to your second goldmine in the midgame, I think the design of this minor god has the goal of helping you transition into the lategame, you have very powerful lategame techs in Gracious Hospitality and Fated Arrows with a godpower and myth unit that help you zone the enemy until you get there.
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My issues: Way too much of the Hamadryads power is locked behind the special, which is locked behind a tech. Again I want the special to be usable right away, take away some of the power of the special and bake it into the stats of the unit itself, it’s laughably weak. Also, a cool thing you could do is make the tech ‘‘Fated Arrows’’ work on the basic attack of the Hamadryad, that way the unit has more cohesion with the rest of the minor god. I think ‘‘Gracious Hospitality’’ is too strong, getting 10 pop per TC is unheard of in terms of power, Demeter as a whole is not doing great, but this tech makes her lategame way too powerful, imagine if all of the issues with Demeter get resolved and she’d have a higher winrate, this tech would ensure she would auto-win the lategame, I would make it 1 farm per towncenter (+5pop). Fated Arrows is a very powerful tech, but I think it’s balanced by the fact that Demeter as a whole doesn’t have a whole lot of military techs.
Persephone and the mythic age:
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The design: I think the idea behind the godpower destroying your TCs is that you have mostly used VCs up until this point, you use the godpower to get a huge army, you build the TCs you haven’t contructed yet and that way Persephone synergizes with the devs wanting you to build VCs. I honestly don’t know what the design goal with ‘‘Sacred Land’’ is, it’s an incredibly weak tech that serves no purpose imo. Pious Sacrifice sounds really strong, incredibly strong, but it doesn’t work currently. I think the design is that you get this tech to buff your ‘‘ragnarok’’ army, but yeah it doesn’t work currently. Sirens are cool, they lure enemies into your army, into your ‘‘Communal Hearth’’ into your harpies etc.
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My issues: I like Persephone for the most part, I think her design is cool, obviously that one tech doesn’t work currently, but the overall design of the god is cool. I think ‘‘Sacred Land’’ needs to be replaced with a tech that actual does something, this tech is beyond useless, it serves no purpose at all, especially in the mythic age. I think Harpies are clunky to use, they have a melee special as a ranged unit, they’re squishy so by the time they get to use their special they will probably already be dead, I can really only see them as a raiding unit, but they only come online in the mythic age so idk, I haven’t seen anyone really use this unit to great effect. I think with Pious Sacrifice working this god will probably be a really strong alternative to Hepheastus, however if you’re in a game where you’ve already established map control and you’re already on 3 TCs for example, I think you’re better off going Hepheastus every time.
The heroes:
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Orpheus: Is there any reason why this unit has full attack in the archaic age? This seems ripe for abuse, I would normalize this unit with the rest of the Greek heroes. I also think his aura might be a little too strong, giving a ton of units x5 vs myth units means that things like ancestors and fei beasts will just instantly die when used on army. I would honestly nerf the aura by quite a bit and just boost Orpheus’ stats a little.
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Iolaus: Pretty standard age 2 hero, he’s very fast so he’s good for early game harass and chasing down myth units. His Chariot design always makes me think he’s weak to anti-cav tho haha.
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Icarus: This hero is a bit too strong I feel, very powerful at harassing gold mines, very good at damaging armies from the air, at this point in the game(heroic) not a lot of civs have an answer to a flying hero unit, let alone one that has decent attack and area of effect. I think the devs should remove the area of effect portion and maybe buff up the multiplier a little.
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Midas: Cool design, I think this unit should have an active ability though. The goldmines are very cool, but they rarely serve a purpose, part of me thinks he should just generate a little bit of gold when attacking or the goldmines should slowly provide gold to the Demeter player (while still being able to be mined). So the goldmine depletes slowly passively.
The bugs:
Golden apples (Aphrodite tech) doesn’t work
Pious Sacrifice (Persephone tech) doesn’t work
Demeter starts with 10 favor (not sure if intended)
there are probably more, but these are the ones I could think of off the top of my head.