Phosphoraptor
Prince
- Joined
- Feb 23, 2020
- Messages
- 135
Counterproposal to:
https://forums.civfanatics.com/threads/6-51-movement-scout.685953/
Proposal:
New promotions for Recon units
(Note: The combat bonuses are meant to increase CS when attacking into and defending in that type of terrain, do correct me if there is a better way to word these clearly in the game)
Khakis:
Requires Survivalism III or Trailblazer III
Unlocks after researching Railroads
+10 HP
+20% CS when fighting in Desert, Forests and Jungle
Promotion icon preference - Pith helmet
Alpine:
Requires Survivalism III or Trailblazer III
Unlocks after researching Railroads
+10 HP
+20% [IMG alt=""]https://forums.civfanatics.com/images/smilies/civ5/strength.png[/IMG]CS when fighting in Hills, Mountains and Snow
Can enter Mountain tiles
Promotion icon preference - snow-capped mountain
Changed Frogman promotion
Frogman:
Requires Survivalism III or Trailblazer III
Unlocks after researching Railroads
Unit spends only 1 move to Embark and Disembark
No combat penalty for attacking while embarked or across River
(NEW) +10 HP
(NEW) +20% [IMG alt=""]https://forums.civfanatics.com/images/smilies/civ5/strength.png[/IMG]CS when fighting in Marsh
The existing Trailblazer/Survivalism trees are kept as is.
Reason:
I believe the approach to take regarding recon is to specialize it into a unit type that excels in fighting in difficult terrain such as Desert, Jungle, etc. They already have significant bonuses there that can be translated to combat usage. While other units struggle to advance in such terrain, recon units can move more freely and be stronger here. This should feel similar to "Light Infantry" type units in other strategy/tactical games.
Gating the promotions behind Industrial Era will help distinguish the overall role of recon units throughout the game, from exploration to combat. Currently recon units are in an awkward place in the late game since they are too weak to fight or survive against regular units, yet they carry the powerful Paradrop ability, and what are you going to do with a bunch of highly-promoted units that have exhausted their exploring role and are eating up your unit supply?
These 3 promotions have been repackaged into an effective 4th tier of promotions that makes the unit be more viable in late game combat by giving them a unique combat role, if you can reach them.
The CS increase is based off the 20% negated from river crossing/embarkation in Frogman and gives them much needed offensive power, especially to make use of the bonus against siege units. The HP increase helps them survive counterattacks as what is basically a weaker melee unit, and synergises with the constant heal in Survivalism III. Bonuses in various terrain have been consolidated to reduce bloat and make it easy enough to trigger the bonuses. The total effect as a conditional bonus is roughly comparable to naval melee's Dreadnaught III (+15 HP, +10% CS, always active).
I may add something to increase survivability further based on feedback.
Compatibility:
With 6-48c also passing, change Frogman to remove the HP bonus, and require Canoe instead.
EDIT: if 6-48c passes together with this only the Canoe promotion from it will be added without the path to Frogman.
EDIT 2: Reworded promotion text, thanks @azum4roll
EDIT 3: Added compatibility with 6-48c
Complex Proposal: Database + Artwork Changes
https://forums.civfanatics.com/threads/6-51-movement-scout.685953/
Proposal:
New promotions for Recon units
(Note: The combat bonuses are meant to increase CS when attacking into and defending in that type of terrain, do correct me if there is a better way to word these clearly in the game)
Khakis:
Requires Survivalism III or Trailblazer III
Unlocks after researching Railroads
+10 HP
+20% CS when fighting in Desert, Forests and Jungle
Promotion icon preference - Pith helmet
Alpine:
Requires Survivalism III or Trailblazer III
Unlocks after researching Railroads
+10 HP
+20% [IMG alt=""]https://forums.civfanatics.com/images/smilies/civ5/strength.png[/IMG]CS when fighting in Hills, Mountains and Snow
Can enter Mountain tiles
Promotion icon preference - snow-capped mountain
Changed Frogman promotion
Frogman:
Requires Survivalism III or Trailblazer III
Unlocks after researching Railroads
Unit spends only 1 move to Embark and Disembark
No combat penalty for attacking while embarked or across River
(NEW) +10 HP
(NEW) +20% [IMG alt=""]https://forums.civfanatics.com/images/smilies/civ5/strength.png[/IMG]CS when fighting in Marsh
The existing Trailblazer/Survivalism trees are kept as is.
Reason:
I believe the approach to take regarding recon is to specialize it into a unit type that excels in fighting in difficult terrain such as Desert, Jungle, etc. They already have significant bonuses there that can be translated to combat usage. While other units struggle to advance in such terrain, recon units can move more freely and be stronger here. This should feel similar to "Light Infantry" type units in other strategy/tactical games.
Gating the promotions behind Industrial Era will help distinguish the overall role of recon units throughout the game, from exploration to combat. Currently recon units are in an awkward place in the late game since they are too weak to fight or survive against regular units, yet they carry the powerful Paradrop ability, and what are you going to do with a bunch of highly-promoted units that have exhausted their exploring role and are eating up your unit supply?
These 3 promotions have been repackaged into an effective 4th tier of promotions that makes the unit be more viable in late game combat by giving them a unique combat role, if you can reach them.
The CS increase is based off the 20% negated from river crossing/embarkation in Frogman and gives them much needed offensive power, especially to make use of the bonus against siege units. The HP increase helps them survive counterattacks as what is basically a weaker melee unit, and synergises with the constant heal in Survivalism III. Bonuses in various terrain have been consolidated to reduce bloat and make it easy enough to trigger the bonuses. The total effect as a conditional bonus is roughly comparable to naval melee's Dreadnaught III (+15 HP, +10% CS, always active).
I may add something to increase survivability further based on feedback.
Compatibility:
With 6-48c also passing, change Frogman to remove the HP bonus, and require Canoe instead.
EDIT 2: Reworded promotion text, thanks @azum4roll
EDIT 3: Added compatibility with 6-48c
Complex Proposal: Database + Artwork Changes
Last edited by a moderator: