(3-13b) Counterproposal: Swap some Militarism and Honor bonuses

ma_kuh

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Sep 13, 2022
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Counter proposal: Swap some of the bonuses from the Militarism and Honor policies.
Spoiler Original proposal :



Problem:
Authority has a problem with incentivizing very aggressive play (tributing CS, capturing cities, killing units (once the barbarians are all cleaned up)). I'm not talking about "it wants you to build units so you can attack and defend with them", I mean it puts a LOT of power in actively killing civs (not just units). This dynamic just isn't appropriate for the Ancient era. The policy tree asks the player to commit to an economic engine fueled purely by combat, before they even know the layout of the terrain around them, and the opposing civs they'll need to conquer to do so. The number of games where authority is appropriate is disproportionately small compared to Tradition or Progress; as many have noted Progress is often a more successful combat tree simply because it gives you the flexibility to develop an economy before choosing to leverage your tech for war.

There are very few aspects of the Authority tree that let the player build up for the long-game. The garrison is one of the pieces. Removing it waters down the tree, and homogenizes it by putting its bonuses on buildings. +1 :c5happy: happiness and +2 :c5culture: culture is already cost-effective relative to the monument when building early game units. Tying it to the barracks delays these yields, and eliminates rewards for the natural play where an escorted settler starts a city with the bonuses already rolling.

Militarism
Old: Each city with a garrison gives +1 :c5happy: happiness and +2 :c5culture: culture. -15% to Unit Maintenance, -50% to road maintenance.
New: Each city with a garrison gives +1 :c5happy: happiness and +2 :c5culture: culture. Free unit every 8 :c5citizen: pop.

Honor
Old: +10% :c5strength: CS, free unit every 10 :c5citizen:pop, -25% to :c5war: war weariness.
New: +10% :c5strength: CS, -25% to Unit Maintenance, -50% to road maintenance, -25% to :c5war: war weariness.


Rationale:
The garrison bonus is perfect for Authority. It lets the policy's key attribute, owning units, translate directly to a bonus in the city. No fuss about hoping to find barbarian camps, or a neighbor you can snipe, or building a certain structure. Authority should be about something different than Tradition and Progress. They have building production and tile improvements; Authority should have unit-based triggers.

Moving the free unit for a city forward a policy solves the issue of having too few units to trigger this bonus. It no longer scales, but works even better for forward settlements, giving you both an extra unit as well as increased border growth. At the same time, moving (and slightly strengthening) the maintenance reductions lines up better with when those costs are starting to compound, making it easier to feel the difference.
 
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The garrison bonus is perfect for Authority.
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A unit in a garrison is a unit wasted. They should be out there FREE, killing and being killed as Sid Meier intended. Even during peace I do not have my units In cities but near the border ready for war. And in the rare case I do, during war I would get a happiness drop because I move my units from the cities to the front lines. That is not what you want during a war.
 
Authority's feast or famine design is what holds it back though. People talk like it's Authority's intention for it to have no passive scaling, to require you to declare war, and somehow that's enough for it to succeed. I firmly believe that Imperialism is the tree you are talking about, and Authority should have more eco boons for it to compete in the Ancient era, otherwise it will continue to be relegated to an extremely small subset of civs, when it really doesn't need to be.

We're talking about a single unit, not your entire army, and you even get that unit for free at 5:c5citizen:. Maybe something like converting 15% of unit maintenance to culture would be a better direction then, to account for unit posturing?
 
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Updated OP with a clearer description of what I think the problem with removing the garrison bonus is, and why it's better than the barracks at delivering the culture drip in the early game.
 
Oh fun. Why reshuffle existing abilities when you can ask for new DLL code?
 
I think that's a fair point. I wish it weren't too difficult to change, but in the interest of simplicity I'll change it back to the same effect.
 
The problem is that losing the hit at 5 pop cuts the teeth out of the proposal. Most cities won't reach 10 pop in time for the 5th policy, so moving the conscript effect up ends up being kinda useless.
 
I've asked in the Discord whether changing the code for this ability is a reasonable ask. Until I hear from a potential sponsor that this change can be done, I'll leave it as a scaling value, unfortunately. I agree fully that having the trigger at 5 is much better for the health of the policy.

That being said, changing the 10:c5citizen: to any other number is trivial. Perhaps lowering it to 7 or 6 would split the difference between having it online soon enough to make an impact, but not scale so quickly that you start needing to gift away all the free melee units, or can play attrition warfare for free. Interesting idea that you can start using the units to "garrison" city states too.

Thoughts?
 
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It used to be every 8 citizens, and nerfed to 10.
 
I'll add the 8-citizen threshold as well then. I think Authority could use the nudge, and it helps straddle the line between 5 once and 10 repeating.

Also, bumping for sponsorship.
 
Proposal sponsored by Legen.
 
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