Why is Arcadian Meadow so small?

I’m not sure I understand the intention/ use of this power? It has a very small radius. Why? What is the correct/ intended way to use this power?

To me it seems odd. You could cast it on your own TC to stop melee attack or on an enemy TC to stop ranged attacks, but in both cases it would leave the TC wide open to attack by ranged siege :thinking: :woman_shrugging:

yes, this is the primary way to use it.

The GP itself seems poorly designed. My guess on to why the small radios is because of the insane duration. If you have a largue radius you can Just zone out your opponent from any interaction early on. And Just drop it and cover all meaningful vulnerable sports.

Later on in the game, for example heroic, you can wall, place ranged siege and Just place it forward denying your opponent the opportunity to engage with you

agreed. there is no legit, straightforward way to use it without either hindering yourself or cheesing in some way.

or you can drop a fortress, a basic forward base, tower cheeses etc. You can still zone out your enemy anyways.

I suppose they originally wanted us to use it on villagers farming or out in the wild to protect them from rushes.

i think its more balanced and interesting than ceasfire.

wdym by that?

i think they wanted to make Pan THE counter raid god. out meadow on your gold, wood, hunt guys and farm more savely early game or use it to rus more savely a second TC. i really don’t think its much use for lategame tho.

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Strongly agree. It requires careful thought to get value out of, and can be counterplayed by your opponent in interesting ways if you let them. Ceasefire is just a “no” button.

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Does the GP not allow the greek player to hunt further away from the base? Or gold mine for that matter. If the enemy goes for you. Drop the GP and your fine. I do think it gives some map control.

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While true, that doesnt make it a ood design by default. Theres plenty of interesting interactions you can do with it that maybe you havent had the chance of dealing with yet. Like allowing you to shut down the opponents tc as a defense mechanism and raiding non stop in team games. The duration is very very long for some reason, among other things.

Depending on what you are up against, no. Since you can hit the units inside with ranged units from outside.

To me, Arcadian Meadow feels like a toned-down Ceasefire. Ceasefire affects the entire map, letting you buy time or reposition, while Arcadian Meadow only works in a small area you place. That makes it very situational, if the enemy isn’t inside, it barely does anything. For the same age and cost, it just isn’t as useful or reliable.

I’d rather see another more interesting god power.

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I think it would be slightly less weird if it didn’t have that ridiculous duration.

It almost feel like they designed this GP solely to help you complete the mythic scenario, where both the size and the duration make complete sense.

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This power is, in itself, really poorly designed. I mean, the idea of a peaceful area somewhere on the map where troops cannot engage each other is very good—and it already exists in several games. In Squad, for example, you cannot attack from inside your own base, nor can you be attacked while inside it. Arma III has trade zones where no attacks are allowed within those areas.

But when we look at how this power in Retold is actually supposed to work, things become confusing. It does not serve its real purpose.

The purpose is to create a specific area on the map that is truly peaceful—no battles, no bloodshed. But the reality is completely different, since you can still attack units that are inside the area. It is embarrassing how poorly designed this power is.

There is only one way to fix this anomaly: slightly reduce the area of effect and make the units inside it invulnerable—that is, completely immune to any damage coming from outside the area. Otherwise, this power is one of the clumsiest and most poorly developed ideas ever created for Mythology.

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People might say: “Oh, but what about the Wonder? Are you going to make it invulnerable???” Simple—reduce the radius of the power so it can’t fully cover a Wonder!

“Oh, but what about the Titan???” Simple—don’t allow the power to be used where the Titan is being built.

Agreed

Yea, it has many interactions that seem odd

And you can use it for aggresion purposes even which is even funnier as an interaction that can happen

I also think the duration is the issue.

I mean, it’s obvious that this GP should have a much shorter duration, and the units inside it should be immune to any damage coming from outside, mainly to prevent “cheese” strategies with archers and long-range siege units.

But unfortunately, it seems to me that this whole DLC was primarily designed to cater to casual and campaign players who play against the AI, allowing them to attack the units inside the Arcaden Meadow and enjoy watching the AI struggle against it.

I was thinking something similar. In the mythic battle you could see even at release the full Kit of demeter and how it interacted. You were given a base, a very nice location you can wall up with ease. You had some points to use your heroic god power to both convert units and empower your economy. You were given dryads for free so you could get the tech on age up. Armies came in waves which made for perfect dryad placement to clean them.

Then you had an army thst attacked you in your base to showcase your mythic god power. It all worked.

But in actual games with real people they arent gonna interact with it that way and Just ram themselves face in so its clunky.

I tried cheesing AIs with it and reached the conclusion that a frontal attack without any impediments is faster than cheesing with this GP.

I really hope they first designed the civ and then the mythical battle, not the other way around…

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that i totally agree with, thats why i replaced Pan completely in my rough concept i shared. even i still think it has more potential as a GP and feels - for me at least - better than Ceasefire it still has a very similar role but with much more counters.

i mostly agree with this. and thats the problem of demeter as a hole thing: its creative and interesting on paper but ingame it just feels as - for the lack of better words - “clunky” and unnecessary as most of this godpack for whatever reason.

i think if we have to stay with the god and its GP i personally would give it a “hemisphere” effect where you cannot use GPs on, reduce the dmg of other incoming effects (but not completely nullify i think) and reduce the duration a bit but not the radius.