[Vote] (1-44) Give Authority Science Through Producing Units Instead Of Gaining Cities

Approval Vote for Proposal #44


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Sounds like this will be close to zero yields for human authority and a lot of yields for AI, dont even have to lose units for warweariness making unit production extremely slow.
Good idea but no thanks unless warweariness/unit production malus is also adjusted for authority.
 
will this be limited to producing units, hence excluding buying units with gold/faith?

Sounds like this will be close to zero yields for human authority and a lot of yields for AI, dont even have to lose units for warweariness making unit production extremely slow.
Good idea but no thanks unless warweariness/unit production malus is also adjusted for authority.

Yeah, sure we can discuss stuff like that and resubmit new congress, maybe it's just too crude, simplistic in its current version.
 
Yeah, sure we can discuss stuff like that and resubmit new congress, maybe it's just too crude, simplistic in its current version.
Problem is that as a human player you (or atleast I) make a certain amount and thats about it, dont lose units or you lose the game these are supposed to gain a LOT of exp.
Units after that are purchased (gold/faith), (rarely CS gifted units) or per 10 pop free units.
 
It's not like Heal On Kill is taking away from Aztec's unique component just because you can double-down on it in the tree.
 
I like the general idea (because as said, the current mechanics favour snowballing), but I feel the execution would be too drastic of a change of balance in favor of the AI, severely punishing human players. Maybe including bought units would be more balanced, and even making that upgrading units gives science (I don't know if this is doable)
 
I vote a tentative yes for this.

I like the idea in general, I think the scope of changes to Authority policy are not nearly enough though.

As @dpshw and @andersw noted, the inclusion of faith purchased units would make it more balanced for the human Authority player.

As @andersw stated, war weariness and production malus really needs to be looked at, as I feel this is predominately where Authority driven civs are being crippled in mid to end game.

Perhaps the war weariness can be reduced by 50% instead of 25% for the Honour policy, this would aid in long term battles, especially in siege scenarios.

Maybe a war fervor buff for x amount of turns when initiating war instead of the doubling of tribute yields finisher bonus? The war fervor buff would boost the likelihood of gaining ground/capturing quickly if the Authority civ units are close to a city when the declaration of war is issued. This would also aid in mid to late game progression for Authority civs.

Maybe the production malus can be negated entirely for the finisher policy bonus? Typically production is boosted in times of war.

With the tribute policy, instead of bullying CS states only it could be a bonus inclusive of tributes from other civs? The culture gain slows quite a bit for Authority once barbarian encampents and units dry up.
 
I think Authority AI's hyper aggressive behavior is as much of a problem for them as the policies are. It's fine as an early-game check on human players but it does lead to alienation and underdevelopment later. And I think the snowbally nature(win war, get yields; lose war, no yields) is somewhat baked into the tree and the game as a whole. I don't like rewarding losing units and replacing them, and the AI is going to produce a lot more than the player under any circumstances.
I'd be open to a general overhaul of the tree to give it more certain yields like most policies get but I can't get behind this particular proposal.
 
No, let's find another way to make authority AI competitive. Authority Feels good as it is to play, as the more active of the three starting trees, no reason to make them all samey.
 
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