This is the continuation of this thread on the old forum: http://aow.triumph.net/forums/topic/balancing-racial-governance/
A poll run a long time ago identified RG as the #3 priority for balance:
I'm going to copy some key points from the old thread (with some minor edits):
A poll run a long time ago identified RG as the #3 priority for balance:

I'm going to copy some key points from the old thread (with some minor edits):
What should guide balance for RG?
The way I would approach the issue (maybe others will have different/better ideas) is to check that all these criteria are met:
1/ choose a level of strength we want to achieve for each RG level (RG1 to RG5) and then make sure each race’s RG upgrades achieve this level.
2/ check the synergies between different RG levels (RG1 with RG2 and RG3 for instance) and with specs to make sure nothing OP or UP is created.
3/ check the synergies of the RG upgrades with all classes and make sure strong combinations (e.g. Draconian Sorcerer who has a very strong Apprentice) do not get booster further and try to get better synergies with weak combinations.
Economic vs military
This is not entirely necessary for balance but I think we also really need to ensure economic and military RG are of equal interest and provides two viable options in most games, even if, in a few limited cases, the interest of one of the two can be tied to some specific game conditions. So for instance it means that we should avoid RG that give bonus you will never benefit from in 90% of games (e.g. bonus to Harbours).
Opening up strategic options
In my opinion, RG should be a tool to allow real strategic choices. For the Shadow Realm community expansion, two different (and broad) strategies were considered and were used to guide the design of RG upgrades: one is to “embrace magic and the Shadow Realm” and the other is to “tame magic and develop outside the Shadow Realm”.
I think it would be good to have similar couple of strategies for each race, and try to provide options to pursue one or the other for each RG level. For instance Goblins could be “swarm and develop on wetland and UG” and the other “focus on a few elite units and get outside our usual environment”.
So what “power targets”? – And application of these criteria to the Goblin RG
Note: I’m talking about Small to Large maps with underground, normal economic settings except Weak starting army, Village start.
What power surge do we want delivered at each RG level? One factor to take into account first is when is it achievable to get the RG upgrade? How many cities, how many units and what types of units are we supposed to have at that stage? Here are some preliminary estimates (less and less precise as we get longer in the game):
RG1 (20 XP): turn 6-7; 1-3 cities; about 10 units; T1 units; average income per city: 30-35.
RG2 (150 XP): turn 20-30; 3-5 cities; 20-30 units; T2 units.
RG3 (500 XP): turn 40-60; 5-10 cities; 30-80 units; T3 and a few T4 units; average income per city: 100.
RG4 (1000 XP): turn 50-75; 7-14 cities; 40-120 units; T4; average income per city: 100.
RG5 (1500 XP): turn 60-100; 8-20 cities; 50-200 units; mostly T3 and T4; average income per city: 100.
I will use the following definitions:
Early game: turn 0-20
Mid game: turn 21-40
Late game: turn 41-60
Very late game: turn 61-80
End game: post turn 81
Conversion factors need to be used to compare gold, mana, RP, etc. Here are some guiding values and principles:
– gold is used as the common metrics as much as possible
– 1 mana = 2 gold; in later stages, the exchange rate can be lower as mana loses its value (excess mana)
– 1 RP = 3 gold
– 10 population = 1 gold
– happiness and production needs to be considered in terms of thresholds. For instance: a town base prod is 30. Let’s say it has only a Buider’s Hall (typical situation) and a Magma Forge, it has a base 30+20+10=60 production. Let’s say it’s Very Happy: 60*1.33=80. If it’s Draconian and it gets the +10 prod/Magma Forge RG, that would bring its base production to 30+20+10+10=70, and actual production to 70*1.33= 93, which would allow it to one-turn Elders and 2-turns War Hall, among other things, which can be assessed in gold-value by considering Producing Merchandises is used during the turns gained.
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