tu_79
Deity
I was trying to distribute melee promotions in a fashion that makes choices interesting.
I distributed thinking in roles, being drill oriented to special actions and shock oriented for full combat. I also have in mind that basic promotions are the gate for upper tier promotions, so they don't need to be better.
So this proposed promotion is open to changes, but I'd like that before criticizing you give it some thought.
Drill I: +5%CS, +25% vs barbs. (Exclusive promotions Cover I, Cover II)
Drill II: +10%CS, +30% vs city (Exclusive Siege)
Drill III: +15%CS, +30% vs city (Exclusive Amphibious)
Shock I: +5%CS, +20% flanking (Exclusive Formation, Ambush)
Shock II: +10%CS, +25% flanking (Exclusive Mobility)
Shock III: +15%CS, +30% flanking (Exclusive Blitz)
I think Formation and Ambush should be merged, but that's for another thread.
The reason for the barb bonus is that a unit specialized in cities cannot gain experience easily, and since the bonus vs fortified is removed, it's more difficult to fight against barb camps. This solves both, and the unit is still useful for CS invasions and rebellions.
Additionally, drill units have exclusive access to cover and amphibious, what makes them extra useful against cities, as cities use to be in rivers, but also as medic and as a support unit.
Shock is heavily oriented for combat. Extra flanking and access to extra damage, extra movement and extra hit. They still can benefit from heal promotions
Other promotions like Medic, Woodsman and March can still be accessed from both drill and shock for their current level.
I distributed thinking in roles, being drill oriented to special actions and shock oriented for full combat. I also have in mind that basic promotions are the gate for upper tier promotions, so they don't need to be better.
So this proposed promotion is open to changes, but I'd like that before criticizing you give it some thought.
Drill I: +5%CS, +25% vs barbs. (Exclusive promotions Cover I, Cover II)
Drill II: +10%CS, +30% vs city (Exclusive Siege)
Drill III: +15%CS, +30% vs city (Exclusive Amphibious)
Shock I: +5%CS, +20% flanking (Exclusive Formation, Ambush)
Shock II: +10%CS, +25% flanking (Exclusive Mobility)
Shock III: +15%CS, +30% flanking (Exclusive Blitz)
I think Formation and Ambush should be merged, but that's for another thread.
The reason for the barb bonus is that a unit specialized in cities cannot gain experience easily, and since the bonus vs fortified is removed, it's more difficult to fight against barb camps. This solves both, and the unit is still useful for CS invasions and rebellions.
Additionally, drill units have exclusive access to cover and amphibious, what makes them extra useful against cities, as cities use to be in rivers, but also as medic and as a support unit.
Shock is heavily oriented for combat. Extra flanking and access to extra damage, extra movement and extra hit. They still can benefit from heal promotions
Other promotions like Medic, Woodsman and March can still be accessed from both drill and shock for their current level.