Dredging this discussion back up because of the Civic Tribal Warfare. It used to give 40 Free Military units Before the 1
per unit kicked in.
It has been changed and the number of Free Mil units has dropped And this is the critical one All units (not just Mil) cost 1
.
This imhpo is the death knell for using this option even short term to get the Perks for faster build times for the different Mil unit groups. And while these perks for the Melee, throwing, archer, etc Mil unit build times are great, if it drains your Treasury with in 10 turns of activation what good is it?
I think you screwed the pooch SO on this one. And I'd like to see some change in it to give your early empire another option when the War SoDs come rolling in. I mean you even gave Banditry 3 Trade Routes per city at the cost of 1 additional Crime per pop. Which makes Banditry The Early Game Military Civic hands down.
Tribal Warfare is great at leveling up your Mil for an impending invasion or in prep for your invasion. But the cost is so overwhelming that it's usefulness is made Unaffordable.
Sidenote: Because Crime and now all the related units plus the original used unit for Bandit Hideout;Rogues, Theives, Ambushers, Stalkers etc. line is tied into The Civic banditry I have long proposed that the Bandit Hideout should Not go Obsolete if you change out of the Banditry Civic.
Just like Omega Child lasts thru several successive Civics so should Bandit Hide Out and maybe even "other" Bandit bldgs. This would give Tribal Warfare more relevance since it was Placed After Banditry in that Civic Category.
In fact I further suggest going so far as to remove the association of the Rogue and Criminal Line from Banditry Civic altogether. And make them Building only dependent. Bandit Footpads and Bandit Riders could still be linked to the Civic Banditry as that was the original intent.
But for the right now time frame I'm leaning on making Tribal Warfare a whole lot less Expensive for it's time frame of usage.
JosEPh