Introduction.
Back in BNW the Shoshone were considered a decent civ with an ability that was pretty fun to use(compared to many other lackluster ones).However with the big changes Vox Populi brought to the game,the Shoshone were left untouched while other civs managed to reach new heights of power with their updated kits.With their current kit,the Shoshone are supposed to turtle up and build up their empire without a specific end goal regarding win conditions.Therefore The main goal of this proposal is to enhance the Shoshone kit and offer them more options to leverage their opening plays.
Current Shoshone Ability:
Founded Cities start with additional territory(8 tiles on Found,4 tiles on Conquest) and your Land Units receive a Combat bonus when fighting within their own territory.All Recon Units can choose rewards from Ancient Ruins.
Encampment.
Unique Improvement. Only the Shoshone may build it. Can only be built on Flat Terrain, and no two Encampments can be adjacent to one another.
+2
, +1
, and +1
.
+15% Defense to friendly Units stationed on them.
Enemy Units will take 5 Damage if they end their turn on or next to an Encampment.
+1
and +1
at Gunpowder, +1
and +1
at Rifling.
Unlocks at Military Theory.
Comanche Rider.
Unique Unit,replaces the Cavalry.
Special traits:
Has more combat Strength:41 and ranged combat Strength:35.
Special abilities:
Full Moon Striker:+1 Movement,gain 200
for pillaging tiles.
Withdraw Before Melee promotion.
No Movement Cost to Pillage.
Unlocks at Military Science.
Proposal.
Great Expanse (Shoshone UA)
Newly founded Cities gain additional territory (8 tiles on Found, 4 tiles on Conquest) and
.When at peace,Civilian Units have +1
MP in owned territory.When at war,Military Units receive a combat bonus when fighting within their own territory.Recon units start with an extra Promotion and can choose rewards from Ancient Ruins.
Encampment.
Unique Improvement. Only the Shoshone may build it. Can only be built on Flat Terrain, and no two Encampments can be adjacent to one another.
+2
+1
.
+15% Defense to friendly Units stationed on them.
Enemy Units will take 5 Damage if they end their turn on or next to an Encampment.
Friendly units in adjacent tiles heal +5 HP per turn.
+1
for every adjacent pasture and +1
for every adjacent camp
+1
and +1
at Gunpowder, +2
at Rifling.
Unlocks at Military Theory.
Comanche Rider.
Unique Unit.
cost lowered from 800 to 750.
Full Moon Striker: +1 Movement,gain 300
for pillaging tiles.
Details.
The 1 extra population on new cities synergizes with the extra territory gained and allows them to quickly cultivate the newly acquired land to their own needs.Securing territory too quickly in the early game may lead to happiness issues so rapid expansion should be heavily considered before attempted.
The original bonus defense in own lands ability feels mediocre for the player and only serves to making ai shoshone a bit harder to conquer.The civ still has the bonus for units in friendly territory though in a different way.Giving extra mobility to military units is too risky as we have seen how powerful it can be in player hands(Old Mongolia ability,Inca,songhai),so by offering it to units like workers and settlers seems like a more reasonable idea.
One other thing that makes the Shoshone unique is their ability of being able to choose rewards from ruins and while it is pretty useful early on(provided you can get as many as you can) it fades out pretty fast.By offering recon units an extra promotion the Shoshone will be able to quickly scout new potential lands to settle and optimize their scouts for exploration,support or guerilla tactics in enemy territory.
The UU comes pretty late and is designed to harass and pillage enemy territory.Reducing it's cost and increasing the
for pillaging will make it less underwhelming and more convenient to build and use.The new encampment is meant to be a key ui for the Shoshone,on one hand increasing the strength of surrounding units and enabling them to lay claim on enemy land close to their borders and on the other hand offering valuable yields by placing them optimally.
Thank you for reading and feel free to share your thoughts!
Back in BNW the Shoshone were considered a decent civ with an ability that was pretty fun to use(compared to many other lackluster ones).However with the big changes Vox Populi brought to the game,the Shoshone were left untouched while other civs managed to reach new heights of power with their updated kits.With their current kit,the Shoshone are supposed to turtle up and build up their empire without a specific end goal regarding win conditions.Therefore The main goal of this proposal is to enhance the Shoshone kit and offer them more options to leverage their opening plays.
Current Shoshone Ability:
Founded Cities start with additional territory(8 tiles on Found,4 tiles on Conquest) and your Land Units receive a Combat bonus when fighting within their own territory.All Recon Units can choose rewards from Ancient Ruins.
Encampment.
Unique Improvement. Only the Shoshone may build it. Can only be built on Flat Terrain, and no two Encampments can be adjacent to one another.
+2



+15% Defense to friendly Units stationed on them.
Enemy Units will take 5 Damage if they end their turn on or next to an Encampment.
+1




Unlocks at Military Theory.
Comanche Rider.
Unique Unit,replaces the Cavalry.
Special traits:
Has more combat Strength:41 and ranged combat Strength:35.
Special abilities:
Full Moon Striker:+1 Movement,gain 200

Withdraw Before Melee promotion.
No Movement Cost to Pillage.
Unlocks at Military Science.
Proposal.
Great Expanse (Shoshone UA)
Newly founded Cities gain additional territory (8 tiles on Found, 4 tiles on Conquest) and


Encampment.
Unique Improvement. Only the Shoshone may build it. Can only be built on Flat Terrain, and no two Encampments can be adjacent to one another.
+2


+15% Defense to friendly Units stationed on them.
Enemy Units will take 5 Damage if they end their turn on or next to an Encampment.
Friendly units in adjacent tiles heal +5 HP per turn.
+1


+1



Unlocks at Military Theory.
Comanche Rider.
Unique Unit.

Full Moon Striker: +1 Movement,gain 300

Details.
The 1 extra population on new cities synergizes with the extra territory gained and allows them to quickly cultivate the newly acquired land to their own needs.Securing territory too quickly in the early game may lead to happiness issues so rapid expansion should be heavily considered before attempted.
The original bonus defense in own lands ability feels mediocre for the player and only serves to making ai shoshone a bit harder to conquer.The civ still has the bonus for units in friendly territory though in a different way.Giving extra mobility to military units is too risky as we have seen how powerful it can be in player hands(Old Mongolia ability,Inca,songhai),so by offering it to units like workers and settlers seems like a more reasonable idea.
One other thing that makes the Shoshone unique is their ability of being able to choose rewards from ruins and while it is pretty useful early on(provided you can get as many as you can) it fades out pretty fast.By offering recon units an extra promotion the Shoshone will be able to quickly scout new potential lands to settle and optimize their scouts for exploration,support or guerilla tactics in enemy territory.
The UU comes pretty late and is designed to harass and pillage enemy territory.Reducing it's cost and increasing the

Thank you for reading and feel free to share your thoughts!
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