Voremonger
Warlord
Counterproposal to https://forums.civfanatics.com/threads/2-51-proposal-units-lose-xp-on-upgrade.680806/
Proposal: This is a counterproposal to this proposal. No change to XP accumulation but instead nerf those promotions that are overpowered and thus make XP accumulation so strong in the first place. Specifically I propose:
The reason why I think the range and logistics promotions should reduce damage instead of combat strength is because large negative modifiers to CS lead to wildly different results depending on other CS modifiers. At for example -80% CS a change of just +-10% base CS would change the effective combat strength by +-50%. So depending on other factors a large reduction in combat strength could either make an attack useless or barely impact it at all. If instead the final damage is reduced by some fixed percentage then the effect is much more consistent. The revised range and logistics promotions should further be implemented as options: there is no malus if the unit is used as per usual but if the extra range/attack is used there is some penalty to damage. The penalty on range should be more severe than on logistics because attacking with +1 range is extremely safe.
March is less overpowered than range and logistics but only because it's more limited in terms of where you can use it effectively. March in owned territory where you get +15 HP per turn is overpowered, otherwise it's fine. In addition to the nerf to regular healing I propose increasing the heal on pillaging because I think healing promotions are most at risk of becoming overpowered in owned territory but I find them to be relatively weak in enemy territory.
Other promotions that I considered:
Proposal: This is a counterproposal to this proposal. No change to XP accumulation but instead nerf those promotions that are overpowered and thus make XP accumulation so strong in the first place. Specifically I propose:
- Range: +1 range, -20% CS -> +1 range but -70% damage when attacking at maximum range.
- Logistics: +1 attack, -30% CS -> +1 attack, second attack deals -50% damage.
- March: Always heal when taking an action -> Always heal at least 5 HP when taking an action (can be increased by medic promotions)
, heal when pillaging increased from 25 HP to 50 HP. This proposal was amended to no longer increase healing from pillaging.
The reason why I think the range and logistics promotions should reduce damage instead of combat strength is because large negative modifiers to CS lead to wildly different results depending on other CS modifiers. At for example -80% CS a change of just +-10% base CS would change the effective combat strength by +-50%. So depending on other factors a large reduction in combat strength could either make an attack useless or barely impact it at all. If instead the final damage is reduced by some fixed percentage then the effect is much more consistent. The revised range and logistics promotions should further be implemented as options: there is no malus if the unit is used as per usual but if the extra range/attack is used there is some penalty to damage. The penalty on range should be more severe than on logistics because attacking with +1 range is extremely safe.
March is less overpowered than range and logistics but only because it's more limited in terms of where you can use it effectively. March in owned territory where you get +15 HP per turn is overpowered, otherwise it's fine. In addition to the nerf to regular healing I propose increasing the heal on pillaging because I think healing promotions are most at risk of becoming overpowered in owned territory but I find them to be relatively weak in enemy territory.
Other promotions that I considered:
- Survivalism 3: Recon units are not that strong in terms of combat so I don't think this is a problem. Only exception would be getting a scout from ancient ruins, but I think that's more of an issue of ancient ruins.
- Stalwart: +35% CS when defending is very strong but it's not enough to win you the game. Even at high CS your units will eventually die if they keep eating attacks.
- Air logistics, air repair: I'm fine with air units being strong since there is a hard limit to how many you can deploy at once.
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