Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 10 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 2, Proposal 8
Problem: Moving the mentioned units to puppet cities feels like a chore, especially in cases where the puppet has another coastline than your other cities and you end up moving a workboat around the continent.
Proposal: I think puppets have enough nerfs already, allowing them to purchase religious units (missionary and inquisitor), religious buildings and worker units (worker and workboat) would just remove some unfun micro. The cost and the cooldown will be increased by 50% in puppets to keep them worse than normal cities. Other faith purchases, such as Great People, combat units and archaeologists will remain disallowed in puppets.
Thanks to HungryForFood we already have a working code for religious purchases, and it can be modified for worker units easily, you can test them both with the embedded links. I've been using them in conjunction for a long time, never had any issues.
I sponsor this.
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 10 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 2, Proposal 8
Problem: Moving the mentioned units to puppet cities feels like a chore, especially in cases where the puppet has another coastline than your other cities and you end up moving a workboat around the continent.
Proposal: I think puppets have enough nerfs already, allowing them to purchase religious units (missionary and inquisitor), religious buildings and worker units (worker and workboat) would just remove some unfun micro. The cost and the cooldown will be increased by 50% in puppets to keep them worse than normal cities. Other faith purchases, such as Great People, combat units and archaeologists will remain disallowed in puppets.
Thanks to HungryForFood we already have a working code for religious purchases, and it can be modified for worker units easily, you can test them both with the embedded links. I've been using them in conjunction for a long time, never had any issues.
I sponsor this.
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