Counterproposal of:
Proposal:
Instead of constant XP to all units, only distribute from a constant pool of XP to some units.
Total XP reward is 150 base + 30 random, modified by the current trait and personality modifiers, not scaling with era.
If the city is captured, distribute the pool of XP equally to all units within radius 7 of the city, minimum 1 XP each.
If the city is purchased, distribute the pool of XP globally to all units, minimum 1 XP each.
If you heavy tribute the quest giver, distribute the pool of XP equally to all units that contributed to the "nearby" score, minimum 1 XP each.
Target city has additional requirements of needing to be founded/acquired for at least 10 turns, and has at least 6 population.
Influence reward is unchanged.
Rationale:
Radius 4 is the max range a non-air unit can have. I made it count up to the 7th ring since there can be units that helped in softening the enemy units, but not moving in for the city capture. Air units can also benefit from this if the airbase is close enough.
The other counterproposals didn't factor in the other ways to "complete" the quest. This fills in the holes.
"Bully relevant plots" for each CS is already calculated once per turn. This wouldn't cause performance issues and can still give every contributed unit its fair reward.
Currently CS can give a city that's trivial to capture. The additional requirements should be enough to stop a lone unit from waltzing in and taking the target city, becoming a super unit this way.
Note to sponsor:
Add a new parameter to CvMinorCivQuest:: DoRewards to pass in the city (can be the target city or the CS itself in case of heavy tribute). This is also needed for the some other counterproposals.
May need to add a new function that is mostly similar to TacticalAIHelpers::EstimateLocalUnitPower for the heavy tribute case.
I feel sorry for the magi making the poll.
(6-08) Acquire City Quest - Replace XP with Free Units
Current reward: free XP to all owned units+city state influence. Proposed changes: 1. Remove XP reward entirely and replace it by 2+(era/2) free units at the capital (standard training XP, affected by quest bonus modifiers, rounded down). 2. After a successful conquest quest against another...
forums.civfanatics.com
(6-08a) Acquire City Quest - Global Pool XP Reward (Distributed Equally)
Counter-Proposal to: https://forums.civfanatics.com/threads/6-09-modify-city-capture-quest.685823/ Current Proposed Rationale Conquer a City-State's XP Reward 15-20 Global Experiences that can be multiplied and changed for variety. This is granted to all units. 250-300 Global Experiences...
forums.civfanatics.com
(6-08b) Acquire City Quest - Era-Scaling Global Pool XP Reward (Distributed Equally)
Counter-Proposal to: Modify City Capture Quest XP Current Proposed Rationale Conquer a City-CS quest XP Reward 15-20 Global Experience that can be multiplied and changed for variety. This is granted to all units. 90-110 Global Experience, scaling with era, that can be multiplied and...
forums.civfanatics.com
(6-08c) Acquire City Quest - Grant XP Within City Borders
Counter-Proposal to: https://forums.civfanatics.com/threads/6-09-modify-city-capture-quest.685823/ For Capture a City City-State Quest: Current value: 80 influence, 15-20 experience for all Units Proposed value: 80 influence, 20-25 experience for all Units in the borders of the City that was...
forums.civfanatics.com
(6-08d) Acquire City Quest - Grant XP Within 5 Tiles
Counterproposal to (6-8). Modification to (6-8c). Proposal: Same values like in (6-8c) proposal, but instead of all Units in the borders of the City that was conquered, I would use all units in the radius of 5 tiles from the captured city (will gain the bonus). Rationale: I agree with the idea...
forums.civfanatics.com
(6-CP) Acquire City Quest - Gain an Elite Unit with Bonus XP
Counterproposal to: https://forums.civfanatics.com/threads/6-08-acquire-city-quest-replace-xp-with-free-units.685823/ Proposal: The quest is redesigned. It is now only generated by Military CS. When you conquer the requested city, you immediately gain a military unit from the CS near your...
forums.civfanatics.com
Proposal:
Instead of constant XP to all units, only distribute from a constant pool of XP to some units.
Total XP reward is 150 base + 30 random, modified by the current trait and personality modifiers, not scaling with era.
If the city is captured, distribute the pool of XP equally to all units within radius 7 of the city, minimum 1 XP each.
If the city is purchased, distribute the pool of XP globally to all units, minimum 1 XP each.
If you heavy tribute the quest giver, distribute the pool of XP equally to all units that contributed to the "nearby" score, minimum 1 XP each.
Target city has additional requirements of needing to be founded/acquired for at least 10 turns, and has at least 6 population.
Influence reward is unchanged.
Rationale:
Radius 4 is the max range a non-air unit can have. I made it count up to the 7th ring since there can be units that helped in softening the enemy units, but not moving in for the city capture. Air units can also benefit from this if the airbase is close enough.
The other counterproposals didn't factor in the other ways to "complete" the quest. This fills in the holes.
"Bully relevant plots" for each CS is already calculated once per turn. This wouldn't cause performance issues and can still give every contributed unit its fair reward.
Currently CS can give a city that's trivial to capture. The additional requirements should be enough to stop a lone unit from waltzing in and taking the target city, becoming a super unit this way.
Note to sponsor:
Add a new parameter to CvMinorCivQuest:: DoRewards to pass in the city (can be the target city or the CS itself in case of heavy tribute). This is also needed for the some other counterproposals.
May need to add a new function that is mostly similar to TacticalAIHelpers::EstimateLocalUnitPower for the heavy tribute case.
I feel sorry for the magi making the poll.
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