aday
May 12, 2009, 09:46 AM
I find it pretty annoying that most of the promotions available in the game are relatively useless. In every game I play, I will have a handful of niche units with obscure promotions (mostly from fighting barbarians), and the remaining 98% of my troops have the standard CR, CG, etc. So I was thinking about editing my XML files to make them more useful. I posted this in strategy because it's not so much about the modding as it is trying to figure out what would make these promotions useful and enjoyable without being overpowering.
Does anyone have any comments on the following thoughts/ideas? Maybe there are some practical strategies using these promotions that I just haven't thought of.
---- Formation, Ambush, Charge ----
I like all the anti-unit-type promotions for the flavor, and I use them more than I probably should. I never understood why these require C2 or D2 while the others require only C1 or D1 though. I don't think it would be too detrimental to mounted units (i.e. too good for spears/pikes), since an extra 25% on top of their innate 100% and low base strength won't be overpowered. It would be good for some underutilized units (like muskets) to make them more potent and flexible stack defenders.
---- Blitz ----
I was thinking about changing the prerequisite from C3 to C2, leaving the Military Science requirement. In my mind, this is really only a helpful promotion when cleaning up stacks that have already been reduced to paste by siege or airstrikes. Otherwise you are almost guaranteed to be injured after the first battle. By making this promotion accessible, you could include some mounted units with your CR stack to help clean up -- their two moves are wasted by tagging along with the cannons, but they redeem themselves in the cleanup phase.
---- March ----
Like Blitz, I'd like to reduce the prerequisite to C2. I really like the idea of having March armies, but it's just not useful when it's only available to elite units. This way, it's actually feasible to get a whole army with March out in the field, or at least give this to your stack defenders. Do you think this would be overpowered?
---- Commando ----
Have you ever actually given a unit this promotion? I haven't, and it seems like such a fun one, too. I would like to change this to be available after C3. That way an Aggressive and/or Charismatic leader would feasibly be able to field pillaging stacks with Commando. Sounds pretty fun, don't you think? It's not available to siege, so it wouldn't allow for ridiculously overpowered conquests, right?
---- Mobility ----
I'd probably change this to be available after Flanking 1, like Sentry. Even then, it doesn't seem useful enough to merit taking the promotion very often.
---- Morale ----
Seems to be the least useful of the warlord promotions. It's okay if you have some points left over after taking Medic 3, but even then it's just the least useless thing to take, maybe not even as good as Leadership. Would this be wildly overpowered if it didn't require a warlord and was available after C3? Maybe after C4? It'd be cool to actually be able to use 2-move melee/gunpowder units or 3-move mounted units, but a single unit with more movement than the rest of the stack is no more than a novelty. I would probably choose to not allow this on siege units. What do you think, too powerful?
---- Guerrilla, Woodsman ----
I've been dissatisfied with these since Vanilla. It doesn't make sense to me why the bonus is only for defense in levels 1 and 2. And then when they made the level 3 promotions, they threw in some gimmicky bonus that has nothing to do with the terrain, just to make it "worth it" to go down these lines at all, and so the free promotions on jaguars and gallics are not worthless. I think I will probably make levels 1 and 2 grant attack bonuses and just remove the level 3 promotions completely. That's just me though, I bet a lot of folks will disagree.
---- City Raider ----
Obviously CR needs no improvement. I think I might allow mounted and gunpowder units to take CR1 (not 2 or 3) though. This might make knights/cuirassiers/cavalry too powerful, but horse archers could definitely use a boost. And allowing CR1 (maybe 2 and 3 also) for gunpowder would reduce the temptation to use that nonsensical (i.e. unrealistic) strategy of building maces when you could be building rifles, then upgrading them with CR.
---- Navigation ----
I might make this available for ships from the get-go, instead of requiring transports to take a useless promotion (Flanking) first. Galleys and triremes get so few experience points anyway, I feel like they deserve the extra movement point if they survive the coin-flip combat. Maybe I will reduce the movement points of post-Drydock ships to compensate for the easy Navigation. Also, do you think the AI will know how to use this?
If I made all these changes, it would result in a nicely organized (to me, anyway) system in which all the anti-something promotions are available after C1, the "general combat" promotions (March, Blitz, Amphibious) after C2, and the movement promotions (Commando, maybe Morale) after C3.
Does anyone know if the AI will get confused/broken by making changes like these? I have no idea how it chooses what promotions to assign to which units. I'm sure the changes would be more helpful to human players than AI's, but I don't mind. It'd definitely be fun to be able to make some really versatile/fast/effective pillaging stacks, since it's usually faster and easier to just take the cities outright.
Does anyone have any comments on the following thoughts/ideas? Maybe there are some practical strategies using these promotions that I just haven't thought of.
---- Formation, Ambush, Charge ----
I like all the anti-unit-type promotions for the flavor, and I use them more than I probably should. I never understood why these require C2 or D2 while the others require only C1 or D1 though. I don't think it would be too detrimental to mounted units (i.e. too good for spears/pikes), since an extra 25% on top of their innate 100% and low base strength won't be overpowered. It would be good for some underutilized units (like muskets) to make them more potent and flexible stack defenders.
---- Blitz ----
I was thinking about changing the prerequisite from C3 to C2, leaving the Military Science requirement. In my mind, this is really only a helpful promotion when cleaning up stacks that have already been reduced to paste by siege or airstrikes. Otherwise you are almost guaranteed to be injured after the first battle. By making this promotion accessible, you could include some mounted units with your CR stack to help clean up -- their two moves are wasted by tagging along with the cannons, but they redeem themselves in the cleanup phase.
---- March ----
Like Blitz, I'd like to reduce the prerequisite to C2. I really like the idea of having March armies, but it's just not useful when it's only available to elite units. This way, it's actually feasible to get a whole army with March out in the field, or at least give this to your stack defenders. Do you think this would be overpowered?
---- Commando ----
Have you ever actually given a unit this promotion? I haven't, and it seems like such a fun one, too. I would like to change this to be available after C3. That way an Aggressive and/or Charismatic leader would feasibly be able to field pillaging stacks with Commando. Sounds pretty fun, don't you think? It's not available to siege, so it wouldn't allow for ridiculously overpowered conquests, right?
---- Mobility ----
I'd probably change this to be available after Flanking 1, like Sentry. Even then, it doesn't seem useful enough to merit taking the promotion very often.
---- Morale ----
Seems to be the least useful of the warlord promotions. It's okay if you have some points left over after taking Medic 3, but even then it's just the least useless thing to take, maybe not even as good as Leadership. Would this be wildly overpowered if it didn't require a warlord and was available after C3? Maybe after C4? It'd be cool to actually be able to use 2-move melee/gunpowder units or 3-move mounted units, but a single unit with more movement than the rest of the stack is no more than a novelty. I would probably choose to not allow this on siege units. What do you think, too powerful?
---- Guerrilla, Woodsman ----
I've been dissatisfied with these since Vanilla. It doesn't make sense to me why the bonus is only for defense in levels 1 and 2. And then when they made the level 3 promotions, they threw in some gimmicky bonus that has nothing to do with the terrain, just to make it "worth it" to go down these lines at all, and so the free promotions on jaguars and gallics are not worthless. I think I will probably make levels 1 and 2 grant attack bonuses and just remove the level 3 promotions completely. That's just me though, I bet a lot of folks will disagree.
---- City Raider ----
Obviously CR needs no improvement. I think I might allow mounted and gunpowder units to take CR1 (not 2 or 3) though. This might make knights/cuirassiers/cavalry too powerful, but horse archers could definitely use a boost. And allowing CR1 (maybe 2 and 3 also) for gunpowder would reduce the temptation to use that nonsensical (i.e. unrealistic) strategy of building maces when you could be building rifles, then upgrading them with CR.
---- Navigation ----
I might make this available for ships from the get-go, instead of requiring transports to take a useless promotion (Flanking) first. Galleys and triremes get so few experience points anyway, I feel like they deserve the extra movement point if they survive the coin-flip combat. Maybe I will reduce the movement points of post-Drydock ships to compensate for the easy Navigation. Also, do you think the AI will know how to use this?
If I made all these changes, it would result in a nicely organized (to me, anyway) system in which all the anti-something promotions are available after C1, the "general combat" promotions (March, Blitz, Amphibious) after C2, and the movement promotions (Commando, maybe Morale) after C3.
Does anyone know if the AI will get confused/broken by making changes like these? I have no idea how it chooses what promotions to assign to which units. I'm sure the changes would be more helpful to human players than AI's, but I don't mind. It'd definitely be fun to be able to make some really versatile/fast/effective pillaging stacks, since it's usually faster and easier to just take the cities outright.