Taking this thread back to its subject, I agree that deconstruction is overpowered. Removing a key fortress is a big one. Definitely not worse than the lurestone or creating a 500 gold mine (or creating a 6000 gold mine in an age when you no longer need it because you already have fat trading). Deconstruction should not be reusable.
And to those people that recommend building everything twice: Have you ever considered how costly that is, especially in archaic age? Do you think you can afford making two temples when the opponent only has to make one of them and is able to rush at 3:37? (Well, it is a possible strategy, because you can make hersirs from both temples, and hersirs are pretty good against Kronos early on. But that is not the answer.)But the worst thing that happens is dock deconstruction. You want to make two docks? And how late do you plan on fishing then? And what do you do about that 3:37 krush when your 2-dock-strategy (the first being d/c so you get your fishing later anyway) ends at a 6:00 classical age? The combination of dock deconstruction and the ability to 3:37 rush is way overpowered. It may be viable for Eggy to make two cheap 50g docks at once, but e.g. Norse cannot afford to start out making two 120w docks with two ulfsarks at the very beginning of the game. And you never know what the Kronos does. If you don't fish because you fear dock d/c and the 3:37 krush and the Kronos fishes and advances later, you are doomed because he has all the fishing income on top of his vill production and you have only your vill production. If you fish because fishing is a must on a fishing map, he can delay you a lot by d/cing your first dock. All your econ is optimized to produce as much wood as possible early on so that you can make boats and get food from them. What you do get after the d/c is no food but even more wood (payback from the d/c dock), so you are sitting in archaic on tons of wood that you cannot spend (until you have made another dock), while the Kronos is either fishing himself to a fat classical economy or overrunning you at 3:37 when you are nowhere near having 400 food for your own classical advance (you may, however, have 400w ). So whatever you do, it is wrong, and the Kronos will kill you if he plays his part properly.Healing Spring d/c is a bug and afaik not declared a feature by ES (unlike hunt delete), but dock d/c is simply a grave imbalance. It should not be possible before at least classical age, and even then, it should not be reusable. I mean, in early classical age, when the arrow ship race for water dominance begins, making an enemy dock vanish can easily mean that you get the upper hand, even if the opponent gets his money back. This is a huge advantage, easily comparable to the classical pestilence power. Having this twice as archaic power is ridiculous.
Quoted from AlexanderTheGreat:
So everyone is sayign that your Major God's Gp should be lesser than your Classical age gp, almost all Major God gp> Classical minor god GP.
I consider that a rumor. I rather have the ability to ceasefire and save my ass (and lots of units or vills that I would have lost due to the enemy surprise attack) or enforce a forward TC without my opponent being able to do anything about it than getting a 500 gold mine or bolting a single enemy MU. (Yes, I know Bolt can also be used against SoO or Nidhogg, but honestly, how often do you get the chance to do that in real games? You will have to save your archaic GP until mythic age while the enemy is using his one early to spell your doom, and even if you do, he can react by simply picking the alternate mythic age god.) And Set's vision power is also of rather little use when used alone, especially for a god that has great other means of scouting. Vision is only powerful when combined with a later-age god power, and then we are talking about using two GPs at once, which should better be powerful.
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