This proposal is a tweak of Enginseer's proposal here:
I think France is massively OP as it stands now. You can raise a crazy barbarian army which allows you to snowball early game. Mid game you start generating huge amounts of 0xp useless captured units as AI has a huge army to farm. This means you keep generating terrible units you don't want every war. This doesn't feel good and causes a lot of micro.
Also suiciding these units is also incredibly strong as it completely bogs down the enemy army if you have half-decent happiness to handle the war weariness.
Proposal:
Maintain the proposal as per Enginseer for XP, but also nerf capture chance from 50% at equal CS to 25% capture chance at equal CS.
Current capture% math: Capture chance = 10% + MyCombatStrength/TheirCombatStrength * 40%, capped at 80%.
New capture% math:: Capture chance = MyCombatStrength/TheirCombatStrength * 25%, capped at 50%.
Rationale:
Rare but stronger captures will feel more special and give you a little dopamine hit instead of an "oh god another unit" feeling. It will nerf France's ridiculous barbarian snowball. It will reduce micro mid to late game and keep captured units relevant instead of suicide charging them as meat-shields which feels lame and gamey.
This may nerf the Sea Beggar, I have not played as Netherlands, but they are so tanky and annoying to kill I do not have a lot of sympathy for them.
(6-01) Captured Units (From France UA or Dutch Sea Beggars) Gain "Purchased XP" From Nearest City
Current Proposed Rationale Captured Units always start at 0 XP. Captured Units start with purchased XP based on the nearest city. The nearest city is determined as the capturer's closest owned city OR the capturer's Capital as a default if it cannot find the nearest city. Users have cited that...
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I think France is massively OP as it stands now. You can raise a crazy barbarian army which allows you to snowball early game. Mid game you start generating huge amounts of 0xp useless captured units as AI has a huge army to farm. This means you keep generating terrible units you don't want every war. This doesn't feel good and causes a lot of micro.
Also suiciding these units is also incredibly strong as it completely bogs down the enemy army if you have half-decent happiness to handle the war weariness.
Proposal:
Maintain the proposal as per Enginseer for XP, but also nerf capture chance from 50% at equal CS to 25% capture chance at equal CS.
Current capture% math: Capture chance = 10% + MyCombatStrength/TheirCombatStrength * 40%, capped at 80%.
New capture% math:: Capture chance = MyCombatStrength/TheirCombatStrength * 25%, capped at 50%.
Capture% old formula | Capture% new formula | |
1:2 enemy favor | 30% | 13% |
1:1.5 enemy favor | 37% | 17% |
1:1 equal CS | 50% | 25% |
1.5:1 your favor | 70% | 38% |
2:1 your favor | 80% | 50% |
Rationale:
Rare but stronger captures will feel more special and give you a little dopamine hit instead of an "oh god another unit" feeling. It will nerf France's ridiculous barbarian snowball. It will reduce micro mid to late game and keep captured units relevant instead of suicide charging them as meat-shields which feels lame and gamey.
This may nerf the Sea Beggar, I have not played as Netherlands, but they are so tanky and annoying to kill I do not have a lot of sympathy for them.
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