Legen
Emperor
- Joined
- Sep 13, 2015
- Messages
- 1,491
Spoiler Atlatlist stats, Mayan UU :
Cost: 100 (from 110 )
Unlocked at Mathematics (instead of Currency)
Combat: 13 (from 12 )
Ranged Combat: 14
Range: 2
Movement: 2
Atlatl Strike (+33% RCS when attacking Wounded Units; kept on upgrade)
May Not Melee Attack
Naval Target Penalty (-20% CS when attacking Naval Units)
Unlocked at Mathematics (instead of Currency)
Combat: 13 (from 12 )
Ranged Combat: 14
Range: 2
Movement: 2
Atlatl Strike (+33% RCS when attacking Wounded Units; kept on upgrade)
May Not Melee Attack
Naval Target Penalty (-20% CS when attacking Naval Units)
Spoiler Bowman stats, Babylonian UU :
Cost: 70
Unlocked at Calendar
Combat: 8 (from 6 )
Ranged Combat: 10 (from 9 )
Range: 2
Movement: 2
Indirect Fire (-10% RCS when attacking. Ranged attacks may be performed over obstacles, as long as other friendly Units can see the target)
Naval Target Penalty (-20% CS when attacking Naval Units)
Unlocked at Calendar
Combat: 8 (from 6 )
Ranged Combat: 10 (from 9 )
Range: 2
Movement: 2
Indirect Fire (-10% RCS when attacking. Ranged attacks may be performed over obstacles, as long as other friendly Units can see the target)
Naval Target Penalty (-20% CS when attacking Naval Units)
Proposal:
- Atlatlist gains Indirect Fire, replacing Atlatl Strike.
- Bowman gains Atlatl Strike, replacing Indirect Fire.
- Atlatl Strike renamed to Marksmanship.
Rationale:
An idea came that Babylon and Maya would likely benefit more from their UUs if Indirect Fire and Atlatl Strike were swapped.
For Maya, it makes sense to pair their jungle bias and flavor with a promotion that is reliant on such kind of terrain to shine. Indirect Fire is a valuable promotion when fighting in terrain that blocks line of sight, notably dense forests and jungles. Maya has strong incentives to settle in the middle of such terrain due to their UI and tends to preserve its trees, as the UI works well with forest/jungle related buildings. As such, Maya's wars usually happen where Indirect Fire is most valuable at; their terrain bias could be turned into a reliable military advantage with it.
In contrast, Atlatl Strike tends to shine when forests and jungles are not around. The +25% CS those tiles give to the defender (for reference, hills grant +10% CS) greatly mitigates that +33% RCS, negating the sting Atlatl Strike would otherwise have. Add that these tiles also block line of sight, limiting your ability to engage and focus fire with archers, and you have a preference for an open field, preferably chopping nearby trees that could act as cover for an enemy. All of which run counter to Maya's preference for heavy forested terrain.
For Babylon, it makes sense to pair the defensive flavor set by their UB with a threatening garrison unit, consolidating Babylon's theme of fortified cities. Atlatl Strike could allow for a strong follow-up to the city's attacks and retaliations, so that an invader can't afford to maintain an assault or siege for long. And Atlatl Strike performs best in a wide open terrain, where you're in most need for a strong garrison. This isn't an uncommon scenario; when resources are abundant in an open field, Babylon is more willing than usual to settle there due to the extra safety from its UB. And clearing trees is common for this civ, either due to needing a place for another Academy, or to cultivate farms to feed scientist specialists (for even more academies), incidentally removing potential cover against Atlatl Strike.
In contrast, Babylon's lack of a preferred terrain and extra tendency to chop trees don't work well with Indirect Fire's reliance on the right terrain to shine. And the -10% RCS also makes the unit a less threatening garrison overall, working against Babylon's defensive theme.
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