Legen
Emperor
- Joined
- Sep 13, 2015
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Counterproposal to (3-12) Proposal: God of War & Goddess of Protection Tweaks.
Counterproposal:
God of War and Goddess of Protection are adjusted as follows instead (changes from the original proposal in italics):
God of War
Faith from Kills (175% of unit CS), and Melee units heal for 10 points after killing a military unit.
+2
2
from Barracks.
Goddess of Protection
+3
from Palace, +2![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
from Walls.
+10 HP healing in friendly territory.
Rationale:
This counterproposal focus on ensuring both pantheons retain strong alternative effects beyond their yields, which is a distinctive part of their current design relative to other pantheons. I don't think that the game needs more pantheons with strong faith scaling over later eras; at most, it is enough to ensure their faith output isn't too variable.
God of War's heal on kill is a natural addition to the pantheon's focus on killing units, reducing downtime during barbarian hunts. It is also a fun addition to its playstyle that doesn't lead to yield inflation and that remains useful when warring against a major civ, which this pantheon incentivizes you to do.
Goddess of Protection's yield issue is partially related to Walls still being a cost inefficient source of yields at 2
1
. Production-wise, you generally spend 32.5
production for 1
or 1
per turn with the shrine and monument, and do so without a maintenance cost. Walls at a 2
1
are worth 97.5
with no additional yields, and with a maintenance cost, making them cost inefficient at their base 110
cost. This inefficiency isn't addressed by the proposed faith from
city strength, as the extra garrison will cost 40
from a city at best, plus its maintenance cost. Simply adding an extra yield to the Wall makes it actually desirable to build, and compensates for the barracks' removal from the pantheon.
The slow founding speed concern can be addressed by adjusting the Palace's yield towards pure faith, instead of the current branching with culture; I don't think we need to add a long term faith scaling effect in every city at expense of the healing effect. Other scaling pantheons already exist, while this is the only standard pantheon focused on defensive capabilities.
Counterproposal:
God of War and Goddess of Protection are adjusted as follows instead (changes from the original proposal in italics):
God of War
![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
+2
![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
![Production :c5production: :c5production:](/images/smilies/civ5/production.png)
Goddess of Protection
+3
![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
![Culture :c5culture: :c5culture:](/images/smilies/civ5/culture.png)
+10 HP healing in friendly territory.
Spoiler Details :
The unit classes that will benefit from the "heal on kill" will be the same as the ones that benefit from Honor's Dominance: Recon, Melee, Gunpowder, Mounted Melee, Armor, Naval Melee.
Rationale:
This counterproposal focus on ensuring both pantheons retain strong alternative effects beyond their yields, which is a distinctive part of their current design relative to other pantheons. I don't think that the game needs more pantheons with strong faith scaling over later eras; at most, it is enough to ensure their faith output isn't too variable.
God of War's heal on kill is a natural addition to the pantheon's focus on killing units, reducing downtime during barbarian hunts. It is also a fun addition to its playstyle that doesn't lead to yield inflation and that remains useful when warring against a major civ, which this pantheon incentivizes you to do.
Goddess of Protection's yield issue is partially related to Walls still being a cost inefficient source of yields at 2
![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
![Culture :c5culture: :c5culture:](/images/smilies/civ5/culture.png)
![Production :c5production: :c5production:](/images/smilies/civ5/production.png)
![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
![Culture :c5culture: :c5culture:](/images/smilies/civ5/culture.png)
![Faith :c5faith: :c5faith:](/images/smilies/civ5/faith.png)
![Culture :c5culture: :c5culture:](/images/smilies/civ5/culture.png)
![Production :c5production: :c5production:](/images/smilies/civ5/production.png)
![Production :c5production: :c5production:](/images/smilies/civ5/production.png)
![Strength :c5strength: :c5strength:](/images/smilies/civ5/strength.png)
![Production :c5production: :c5production:](/images/smilies/civ5/production.png)
The slow founding speed concern can be addressed by adjusting the Palace's yield towards pure faith, instead of the current branching with culture; I don't think we need to add a long term faith scaling effect in every city at expense of the healing effect. Other scaling pantheons already exist, while this is the only standard pantheon focused on defensive capabilities.
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