Why not just make mythologicals more costly? Isn't that already there as an intended balancing method? Why add another method before trying to adjust the already existing method to fulfill the intended goal?
Well, that certainly could be done, but that:
1) Makes the early game really hard in terms of using mythologicals.
2) Doesn't address an all-mythologicals approach particularly.
3) Nerfs mythologicals super heavily (or else doesn't really change much).
Some tuning, sure. But in terms of a fundamental different magnitude of cost, which is what would be needed... I don't think that would work.
I saw someone else mention this too, so I know I'm not alone, but how about leaving everything the way it is and making mountains be considered by the game as blocking terrain, in the same way that empty spaces are? Basically, I can't smite all the tiles away to completely seal off a town, so since almost nothing can pass a mountain, how about just making it so that mountains block clear pathing in the same way, and making it so that each town must have a clear path connecting them, as they do now?
I suppose that may as well be the thing we do for now, with mountains and lakes. It's simple and quick, and would solve the worst offending stuff that everyone notices immediately. Things like upheaval would still block the paths sometimes, but that's okay -- so do things like Midgard Serpent, by making holes that you can't path around.
Whatever is decided, I suggest making the changes to mountains in the official patch, and more experimental stuff like deaths serving as resources for myth monsters in the 'beta' patch.
I'm not sure that with steam integration as it is today we even HAVE the beta patches for the latest titles. Do we?
We can do beta patches as much as we care to, but we can't run an official patch and a beta patch simultaneously. In other words, so long as we want to run a beta patch, no official updates can be done until we're done with the beta stuff. Aka, no bugfixes or balance tweaks.
With AI War being so mature, that's no problem and so that's what we do. With Skyward being so new... that would be a pretty sizeable problem. We may as well just have everyone on the official and do no beta versions, because the answer to lots of complaints and bug reports would otherwise be "update to the latest beta" anyway.
I saw someone else mention this too, so I know I'm not alone, but how about leaving everything the way it is and making mountains be considered by the game as blocking terrain, in the same way that empty spaces are? Basically, I can't smite all the tiles away to completely seal off a town, so since almost nothing can pass a mountain, how about just making it so that mountains block clear pathing in the same way, and making it so that each town must have a clear path connecting them, as they do now?
The difference would be that an empty spaces eventually is filled up by terrain, and mountain space will not. This makes quite a difference. But yes, if there was a simple solution like that I'd be in favour of it over a more complex one.
Yeah, that's true. So scratch that.
4) This might work, but it just sounds really complicated and is a pretty big change and not something I would regard as a short term fix. Mythological units already have resource costs, so the short term solution would be to tweak those costs.
Well, bear in mind, this is all it would be:
1. New raw resource on the sidebar, labeled "souls." It shows how many you have, and hovering over it allows you to see how souls are generated and what they are used for.
a. The tooltip explaining just says "1 for every human unit of this faction that dies, 5 for every building of this faction that dies."
2. New option in the direct actions, which lets you place souls like you would other raw resources, just in case you need to.
3. New "souls" resource requirement on the mythological creatures, which shows the amount needed and the brief description of where you get them.
And... that's it. Pretty simple to me, really. It even has the bonus of still allowing all-monster play, SO LONG AS you have them destroy enough buildings on each side.