Rekk
Deity
- Joined
- Dec 9, 2017
- Messages
- 2,614
Where CS is normally shown. What do you mean?Where would this CS be shown in game?
Where CS is normally shown. What do you mean?Where would this CS be shown in game?
Pretty sure that's how it works in vanilla.So when one of your unit embark, its CS is changed to whatever corresponding era value until it disembark ?
Yes to both.I'd like to notify that at the moment it is impossible to add individual Naval Units purchasable with Faith in the same way it is possible to add Land Units purchasable with Faith (conditional on RequiresFaithPurchaseEnabled=0) because of how in the DLL it has been tied exclusively to Spain trait.
It is possible to have a fix for this asymmetry?
Do I need to make a github issue?
Nah, it would lead to stalemate on military side very easily.1. Aggressor civ's war weariness with the attacked civ goes right back to where it was if they attack again; your people are tired of trying to conquer that civilization. So if civ A attacks civ B, requests peace, and then attacks again, their war weariness will be the same as before they requested peace. The war weariness would not carry forward if civ B attacked civ A after peace.
2. Alternatively, a penalty for declaring war and then not winning; your people are furious at you for wasting their lives for nothing. Not winning would be defined as a war score less than 25. The penalty could be something like increased unhappiness and a permanent increased rate of war weariness when fighting that same civ.
I agree.It's too easy to lure AI into being the aggressor (even among themselves). We shouldn't give defenders more advantages.
This would be cool! Shame the proposal phase is over.We can somewhat alleviate this issue with a casus belli system where a civ gets less war weariness/warmonger score if they have a valid casus belli, no matter who declares war.
Casus Belli system is in the roadmap.This would be cool! Shame the proposal phase is over.
This is a very elegant solution! Nice!Currently promotions with AlwaysHeal = '1' give their unit the full value of the heal they would receive while fortified at the end of each turn, regardless of action.
This makes fortifying much less valuable for infantry, and completely useless in the case of Skirmishers, who don't get fortification bonuses. It also incorporates various healing bonuses like friendly/enemy land, medic, etc, so it is highly variable in value. This makes March promotions hard to balance, and better for humans who can escort march units with medics, and know to combine the effects of medic and march on the same unit.
Edit: also air repair is the single most valuable air promotion because it allows air units far more uptime without having to stop to heal. Air units already benefit from being stationed in cities, often with hospitals and military bases that give consistent heal bonuses regardless of action
Proposal: change how March promotions work
Why not change Always Heal from a Boolean on/off effect to an integer value that heals X amount at the end of each turn instead? This would make it work like existing building bonuses like Hospital, which heal units stationed in the city for a defined amount each turn, regardless of action. It would make March more consistent in value, and therefore easier to use and more reliable for the AI. We also wouldn't have to do silly things like add CS % maluses to counterbalance the potential effects.
The heal from AlwaysHeal would stack additively with fortification now, and not interact with healing bonuses like Medic, etc.
Also, this would open up the AlwaysHeal ability to be used as a Damage Over Time (DOT) effect for plague promotions. Just make the healing at the end of each turn negative, and the unit will take damage until the plague expires. Neat! I bet that would be a fun effect to add somewhere.
Specific implementations:
March and Skirmisher March : AlwaysHeal = 5
Heli Repair : AlwaysHeal = 5
Air Repair/Repair : AlwaysHeal = 5
Survivalism 3 : AlwaysHeal = 10
Is Zealotry so "strong" that the AI never picks it at all? (this is from Verns 650 AI games without 4UC)Sadly I think it is time to talk about Zealotry nerfs. I have never not taken this belief as a warmonger and often even take it as a peaceful civ if I have an aggressive neighbor just so they can't take it. Policies/beliefs that are "always take"s reduce the variety and fun of the game.
The ability to convert a third resource (faith) into units is ridiculously powerful. Suddenly you never have to purchase or build a unit ever again, and all that gold and production can go towards wonders and buildings. This is not helped by the fact that:
- Unlike gold, Zealotry units start with full XP,
- IIRC, Zealotry does not require you to have military buildings in the city (e.g. you can faith buy a tank if you don't have even a barracks)
- The only limit to how many units you can faith buy in a city is how much faith you have and how many open tiles there are around the city. So if you have enough faith, you can have a completely undefended city, and once your enemy attacks, just faith buy 7 of your top units.
It's just too good. And that's not even getting into the bonus strategic resources (which are fine). Some (separate, incompatible) ideas:
- Faith purchased units have the same restrictions as gold purchased units -- half XP, requires military building, one per city per turn. I believe this would still be extremely good by allowing you to spend all your gold on other things. But now at least sometimes you would want to build a unit for full XP.
- Faith purchased units have a cool down similar to faith purchased great people but much shorter, maybe one per empire per turn. Much less of a nerf, now you can still never build a unit again, but at least you can't spam units in a city.
- Faith unit purchase costs are raised significantly, maybe 2x. Right now it's really easy as a wide civ to get to the point where your faith makes faith purchasing units trivial.
- Faith unit purchase costs rise for that specific unit with each purchase just like great people faith purchased. Now instead of buying my supply cap in knights, I can buy a few knights before I have to move on to longswordsmen, then crossbows, etc, until I research the next military technologies and unlock a new unit to faith buy. I am personally a fan of this one.
What are peoples' thoughts?
these are all follower beliefsIs Zealotry so "strong" that the AI never picks it at all? (this is from Verns 650 AI games without 4UC)
View attachment 691030
In that case I doubt a nerf is really necessary.