[Vote] (4-10) Pioneer & Colonist Proposals

Approval Vote for Proposal #10 (instructions below)


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Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.

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 4, Proposal 10

Discussion Thread: (4-10) Proposal: Pioneer and Colonist tweak - Part 1: Add Herbalist and Lodge to instant buildings
Proposer: @N.Core
Sponsor: @N.Core

Proposal Details
Some changes to Pioneer and Colonist instant buildings to reflect new buildings that were added to VP in (not so recent) major updates.

Proposal: Add Herbalist and Lodge to Pioneer and Colonist instant buildings on settling.
Rationale: Almost all Ancient buildings are already included as instant buildings for advanced settlers. So why not just add some buildings that are currently not included as well? It also minimizes the number of wasted turns just for constructing these two buildings.


VP Congress: Session 4, Proposal 10a
Discussion Thread: (4-10a) Counterproposal: Add Arena, Lodge, and Herbalist to Pioneer/Colonist
Proposer: @Stalker0
Sponsor: @N.Core

Proposal Details
This is the same version as (4-10), but we are also adding in the Arena to Pioneers and Colonist.

Rationale: The arena is an early and absolutely essential building, there is no reason it shouldn't be included in the pioneer list along with other ancient level buildings, especially since the forge and barracks are included. This provides a +4 hammer boost to the early pioneer city, letting you get them going a bit quicker.


VP Congress: Session 4, Proposal 10b
Discussion Thread: (4-10b) Proposal: Pioneer and Colonist tweak - Part 2: Some instant building adjustments
Proposer: @N.Core
Sponsor: @N.Core

Proposal Details
There are some buildings that I always feel they shouldn't be in Colonist.

Proposal: Remove Harbor and Windmill on Colonist instant buildings, and add Walls instead.
Rationale: Harbor on Colonist is kinda OP to me I think, you can get instant Historic Event by just starting a trade route from new cities. Also, Windmill on Colonist is ridiculous to me, it literally unlocked 1 tech before Colonist. Add instant Walls instead on Colonist, so then newly settled cities can at least have some defense and also make resettlement better, also to compensate additional city HP lost from Harbor.


VP Congress: Session 4, Proposal 10c
Discussion Thread: (4-10c) Proposal: Pioneer and Colonist tweak - Part 3: Make Colonist found puppets instead
Proposer: @N.Core
Sponsor: @N.Core & @gwennog

Proposal Details
Proposal: Make Colonist settle puppet cities instead, and add a new instant building for Colonist called Colony with a similar ability like Courthouse so you can annex it immediately if you want.

Colony
No maintenance
Never Capture
Eliminate extra :c5angry: Unhappiness from an :c5occupied: Occupied City

Rationale: By changing Colonist to settle puppets, you don't need to worry about extra city penalties (Culture, Science, Tourism) at the expense of Unhappiness from puppets (which you easily offset by working on Public Works). It makes late-game settling much more viable as you don't have to micromanage those new puppet cities as much as regular cities.

"Why not just use Courthouse instead of adding a new building?"
There are many mechanics around Courthouse which could cause balance repercussions. I won't delve too much into that.

Note: The downside is if the city is somehow got captured and then returned to the owner, you must build a Courthouse to remove extra Unhappiness and you can't build the Colony building. It's certainly interesting but it's an edge case.

Proposal for Colony Icon :
Colony.png
 
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