Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,820
Counterproposal to: https://forums.civfanatics.com/threads/6-50-movement-scout.685953/page-2#post-16517916
Try-before-you-buy: this is a game-tested proposal, adjusted over several months by several community members for optimal balance; see attachment to this post or this thread.
Rationale
Gameplay-wise, this proposal does only the following, nothing else:
Proposed Implementation:
Database Changes
Try-before-you-buy: this is a game-tested proposal, adjusted over several months by several community members for optimal balance; see attachment to this post or this thread.
Rationale
Gameplay-wise, this proposal does only the following, nothing else:
Primary Effects
- fixes the complaint that recon shouldn't be faster in forest than mounted are in open
- maintains good mobility for recon in rough terrain (eg. 1 MP per forest plot vs 0.5 in status quo vs 2 for all other units)
- maintains early mobility balance for pathfinder exploration
Secondary Effects
- eliminates choice required to obtain all-important ZoC bonus
- adds option to cross ice with recon 1-tech tier before explorer becomes available
- fills-in scouting promo branch with naval-equivalents to existing land-based bonuses
Proposed Implementation:
New Promotions:
Ignore ZoC
- replaces 'ignore terrain cost' on all recon
- ignores Zone of Control
- no other features (ignore terrain recently began adding a combat bonus? is this necessary?)
Pathfinding
- free to all pathfinder-equivalent units, not available to any others
- temporary, 20 turn duration
- double movement in all rough terrain (ie hills & forest/jungle), snow, desert, marsh
- can cross rivers without penalty (movement & attack)
Arctician
- requires Physics tech
- requires TB3 or SV3 promos
- can cross ice
- +15% combat strength in snow
Adjusted Promotions:
Trailblazer 1
- add double move in Marsh
Trailblazer 2
- remove 'Ignore ZoC'
- add double heal in oasis
Trailblazer 3
- add double move in hills
Scouting 1
- add +1 embark vision
- add +5% embark defense
Scouting 2
- add +1 embark vision
- add +10% embark defense
Scouting 3
- add +1 naval move
- add +15% embark defense
Embarked Vision Bugfix:
I reported this on github a while ago, here. It will need to be fixed for this proposal to work correctly (embark vision specifically; but there's no downside to fixing it):
- In brief, all units that embark currently have '0' embark vision, but the dll/engine doesn't allow 0 to display as 0 in game, so every units gets 1 embark vision effect regardless of their actual assigned integer value. In other words, a unit w/ a defined value of 1 embark vision behaves just as unit w/ 0 value embark vision. So, given that everything has 0 vision, and 0 = 1 vision-effect-wise, to give extra embark vision effect in-game, the bonus promo has to give +2 integer value embark vision -- and if you stack two of these suddenly you're getting extra embark vision that was not intended.
- Solution: change all the embarkation-granting promos to give 1 embark vision (they currently give 0), and all promos granting extra/bonus embark vision, to also give 1 embark vision (they currently give 2) -- the embark bonus vision promos will stack correctly this way. I think i've caught them all in the attachment but may have overlooked some cases.
Database Changes
Attachments
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