Legen
Emperor
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- Sep 13, 2015
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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 4, Proposal 17
Proposal:
A proposal to improve the bottom line techs, the Barracks is moved back to its original BNW tech, restoring a good part of Bronze Working's original power and usefulness. For those that forgot, Bronze Working in BNW looks very similar to the current one in VP, just differing about the Barracks:
This move should be enough to make Bronze Working a respectable tech, and one that even those focusing on the top techs would want eventually, if just for their military specialized city or a threatening neighbor. This is also an indirect buff to the spearman, as the tech that unlocks them would also provide the +15xp building for any newly trained spearman; those delaying Bronze Working for the archer or horseman would have them start at 0xp. The spearman would make up for its tactical inflexibility with superior training in the opening turns of Ancient Era.
The Terracotta Army move is meant to keep Military Strategy's power as a tech about the same as it is now, compensating for the loss of the Barracks. Its choice comes from Masonry being an overall stacked tech that can afford to cede one of its elements to another tech, with this wonder being less likely to disrupt Ancient Era's unit and yield balance than any other of Masonry's elements. Moreover, Terracotta Army has a fair share of references to Military Strategy's themes, from citing Sun Tzu to being, for modern scholars, a model of the military organization that led to the success of the Qin dynasty.
To mitigate the possibility of getting nothing from Military Strategy in case of an unlucky horse placement, this proposal moves the Scout to Military Strategy. The Scout fits the tech's theme with its ability to provide better intel (extra sight range) and more comfortably harass the enemy's home (able to survive a few hits), diverting some of its forces away from the frontlines. Moreover, its ability to ignore terrain cost means this tech has good military uses in case the terrain is heavy on rivers and rough terrain, which normally inhibit heavy cavalry deployment and, consequently, the usefulness of this tech in its current form. Military Strategy ends with a solid and versatile mobility on the battlefield, and brings improved intel to support the tactics that come with it.
Amendment: removed worker improvement speed effect from Terracotta Army and added the Scout to Military Strategy. Rationale adjusted.
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 4, Proposal 17
Spoiler Barracks details :
Cost: 110
Base yield: 1
Maintenance: -1
Supply cap local: +1
+15 xp for all units
-1 unhappiness from / distress
Base yield: 1
Maintenance: -1
Supply cap local: +1
+15 xp for all units
-1 unhappiness from / distress
Spoiler Terracotta Army details :
Cost: 200
1
Supply cap local: +5
Policy requirement: 4
Tile improvement construction speed increased by 25%
+10 culture when you destroy an enemy Unit in battle, scaling with Era.
1
Supply cap local: +5
Policy requirement: 4
Tile improvement construction speed increased by 25%
+10 culture when you destroy an enemy Unit in battle, scaling with Era.
Spoiler Pathfinder and Scout stats, with differences underlined :
Pathfinder
Cost: 40
CS: 6
Movement: 2
+2 base sight range
Ignores Terrain Cost
Reconnaissance (gains XP from revealing tiles)
Scout
Cost: 90
CS: 10
Movement: 2
+3 base sight range
Ignores Terrain Cost
Reconnaissance (gains XP from revealing tiles)
Treasure Hunter (+25% Yields from Ancient Ruins)
Cost: 40
CS: 6
Movement: 2
+2 base sight range
Ignores Terrain Cost
Reconnaissance (gains XP from revealing tiles)
Scout
Cost: 90
CS: 10
Movement: 2
+3 base sight range
Ignores Terrain Cost
Reconnaissance (gains XP from revealing tiles)
Treasure Hunter (+25% Yields from Ancient Ruins)
Proposal:
- Move Barracks from Military Strategy to Bronze Working.
- Move Terracotta Army from Masonry to Military Strategy.
- Cost adjusted to 185 , to remain consistent with other T2 Ancient era wonders.
- Policy requirement adjusted to 2, to remain consistent with other T2 Ancient era wonders.
- Terracotta Army no longer has its "Tile improvement construction speed increased by 25%" effect.
- Scout moved to Military Strategy (from Sailing).
A proposal to improve the bottom line techs, the Barracks is moved back to its original BNW tech, restoring a good part of Bronze Working's original power and usefulness. For those that forgot, Bronze Working in BNW looks very similar to the current one in VP, just differing about the Barracks:
This move should be enough to make Bronze Working a respectable tech, and one that even those focusing on the top techs would want eventually, if just for their military specialized city or a threatening neighbor. This is also an indirect buff to the spearman, as the tech that unlocks them would also provide the +15xp building for any newly trained spearman; those delaying Bronze Working for the archer or horseman would have them start at 0xp. The spearman would make up for its tactical inflexibility with superior training in the opening turns of Ancient Era.
The Terracotta Army move is meant to keep Military Strategy's power as a tech about the same as it is now, compensating for the loss of the Barracks. Its choice comes from Masonry being an overall stacked tech that can afford to cede one of its elements to another tech, with this wonder being less likely to disrupt Ancient Era's unit and yield balance than any other of Masonry's elements. Moreover, Terracotta Army has a fair share of references to Military Strategy's themes, from citing Sun Tzu to being, for modern scholars, a model of the military organization that led to the success of the Qin dynasty.
To mitigate the possibility of getting nothing from Military Strategy in case of an unlucky horse placement, this proposal moves the Scout to Military Strategy. The Scout fits the tech's theme with its ability to provide better intel (extra sight range) and more comfortably harass the enemy's home (able to survive a few hits), diverting some of its forces away from the frontlines. Moreover, its ability to ignore terrain cost means this tech has good military uses in case the terrain is heavy on rivers and rough terrain, which normally inhibit heavy cavalry deployment and, consequently, the usefulness of this tech in its current form. Military Strategy ends with a solid and versatile mobility on the battlefield, and brings improved intel to support the tactics that come with it.
Amendment: removed worker improvement speed effect from Terracotta Army and added the Scout to Military Strategy. Rationale adjusted.
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