pineappledan
Deity
Counterproposal to this:
This is now a counterproposal to something that is a counterproposal to one of my counterproposals.
What a terrible web we have woven.
Current Shoshone UA:
Proposed Shoshone UA (changes Underlined)
Current Huns UA:
Proposed Eki (changes Underlined)
The new damage on Hun city attacks is new code, but should work similar to existing gold from city damage ability which is on a unit promotion.
The rest is reshuffling or number changes on existing abilities.
The NewOwner ability appears to work, but apparently it makes the improvement built on the tile permanent (???) That should probably be changed in the code.
Complex Proposal: DLL + Database Changes needed, pineappledan will assist with database changes
(7-08b/7-30d) Polynesia/Shoshone changes
This proposal is being edited! Please come back later. Counterproposal to: https://forums.civfanatics.com/threads/7-08-maori-warrior-rework.688867/ https://forums.civfanatics.com/threads/7-08a-maori-warrior-scout-replacement.688954/...
forums.civfanatics.com
What a terrible web we have woven.
Spoiler Shoshone :
Current Shoshone UA:
- Cities claim up to 8 tiles on Founding and 4 tiles on Conquest.
- All Recon Units can choose rewards from Ancient Ruins.
- Units gain +20% Combat Strength within 3 tiles of an owned Encampment. (note: 3 tile radius is a bug)
Proposed Shoshone UA (changes Underlined)
- Claim up to 4 tiles whenever you Gain a City (4 on settle/4 on conquest, down from 8 on settle/4 on conquest)
- Claim adjacent unowned land tiles when Cities claim a tile of the same type. (moved from Huns)
- Units gain +20% Combat Strength within 2 tiles of an owned Encampment.
- All Recon Units can choose rewards from Ancient Ruins.
Spoiler Shoshone rationale :
- Equalize the settle/capture free tiles to 4/4. It saves on precious text space, and the star of the show is now the bonus adjacent tile picker which is moved over from the Huns.
- Reducing the combat radius from 3 tiles to 2 is more like a bug fix. The original proposal was to set it to 2, but it was implemented at 3. That amount of projection this gives is excessive, 3 is practically everywhere.
- I don't like the ruins picker; with how ruins were rebalanced it just seems pointless. I would remove it if it were up to me, but I don't think it's hurting anything that much and some people really like it.
Spoiler Huns :
Current Huns UA:
- Inflict +100% and receive -50% War Weariness.
- +10% Combat Strength for each subsequent attack against a single target during a turn.
- Claim adjacent unowned land tiles when Cities claim a tile of the same type.
- 500 Build Time (Divided by 90 for an unmodified Worker, rounded up to 6 Turns)
- Must be built on flat grassland/plains with no access to fresh water.
- May be built in neutral tiles adjacent to Hunnic territory, encouraging cities to expand to that improvement.
- +1 Food
- +1 Production
- +1 Culture
- +1 Production and +1 Gold if built next to 2 Ekis.
- +1 Food and Production and -100 Build Time at Chivalry.
- +1 Food at Fertilizer.
- +3 Production at Robotics.
- Inflict +100% and receive -50% War Weariness.
- +10% Combat Strength for each subsequent attack against a single target during a turn.
- Gain 1 for every 2 damage dealt to enemy Cities, scaling with Era.
Proposed Eki (changes Underlined)
- 600 Build Time (Divided by 90 for an unmodified Worker, rounded up to 7 Turns)
- Must be built on flat grassland/plains with no access to fresh water.
- May be built in neutral tiles adjacent to Hunnic territory. Instantly Claims the tile on completion if not already owned. (NewOwner ability)
- +1 Food
- +1 Production
- +1 Culture
- +1 Production and +1 Gold if built next to 2 Ekis.
- +1 Food and Production and -100 Build Time at Chivalry.
- +1 Food at Fertilizer.
- +3 Production at Robotics.
Spoiler Huns Rationale :
- With the Huns tile claimer gone, the Eki's ability to guide this claimer by being built outside your land doesn't have much of a purpose except to give you some adjacencies sooner. If the tile just got automatically claimed then there is a rather strong reason to keep this ability around
- It would remain to be seen how abusable this would be, but Ekis are blocked by resources, rough terrain, and rivers, so they do have some hard limits that prevent them from just being spread everywhere in unbroken lines. It would also take a very long time to chain them out like that, and for not much benefit. I propose to slow down the improvement speed a bit to compensate.
Spoiler Sponsor notes: :
The new damage on Hun city attacks is new code, but should work similar to existing gold from city damage ability which is on a unit promotion.
The rest is reshuffling or number changes on existing abilities.
The NewOwner ability appears to work, but apparently it makes the improvement built on the tile permanent (???) That should probably be changed in the code.
Complex Proposal: DLL + Database Changes needed, pineappledan will assist with database changes
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