[Vote] (7-07) Polynesian Maori Warrior Proposals

Approval Vote for Proposal #7


  • Total voters
    88
  • Poll closed .
Status
Not open for further replies.
How are they beelining to Sailing? They only need Fishing for the boats, and they get enough ruins to upgrade all Pathfinders for free.
Considering they are a civ that loves to go colonize islands and coasts, I figured getting a lighthouse would be pretty useful, not to mention getting access to ranged ships which are way stronger than galleys. And of course....now you get your UU!

Thematically this is a WAY stronger connection for Polynesia than a beeline to chivalry.
 
I already get plenty of Scouts from ruins. Lighthouses can wait even longer for Polynesia because no Isolation, and Liburnas are not useful unless you want to attack a neighbour.
 
I already get plenty of Scouts from ruins. Lighthouses can wait even longer for Polynesia because no Isolation, and Liburnas are not useful unless you want to attack a neighbour.
The only point I don't get here is the plenty of scouts from ruins. I mean how many pathfinders do you make that early in teh game?

And if I'm getting all of these unit upgrades....that's less yields from the ruins so there's a tradeoff their too. I definately would get my first pathfinder upgraded, but after that seems more questionable.
 
For Polynesia you might want to have 3 Pathfinders (standard size). Upgrading costs gold, so those ruins are essentially gold ruins that also save you from having to research Sailing.

Recon UUs are not something you'd want to mass anyway.
 
For Polynesia you might want to have 3 Pathfinders (standard size). Upgrading costs gold, so those ruins are essentially gold ruins that also save you from having to research Sailing.

Recon UUs are not something you'd want to mass anyway.
and having 3 super scouts that can actually fight and can augment my other troops.....sounds pretty darn good to me!

I don't have to mass a UU to greatly benefit from it if its a more supportive type. Hell I might only build one battering ram but its still has plenty of good value.

I feel like your making my case for me. Getting access to early strong warriors that augment my play and I don't have to beeline to chivalry for....sounds like nothing but upside. Now if you want to delay sailing a bit because you have enough scouts and you don't need lighthouses right away, by all means. But there's no denying Sailing is now a nice tech for polynesia, which again is a nice thematic link.
 
Though I agree with you on the scout idea in general, I disagree here. Many UUS people judge not just on its immediate benefit, but on the legacy it leaves. So yes, people do see UUS as a "permanent bonus
That’s putting the cart in front of the horse, imo. Keeping a promotion or 2 is a nice perk but with few exceptions it shouldn’t define the unit.

This is exactly why I think the minuteman is a terrible UU; it doesn’t serve its function of being a power spike in the era it unlocks. It is a unique 3 range Gatling gun with a larval stage.
I already get plenty of Scouts from ruins. Lighthouses can wait even longer for Polynesia because no Isolation, and Liburnas are not useful unless you want to attack a neighbour.
This is a selling point. As @Tekamthi said the way you can build pathfinders and search for ruins to upgrade them into the UUs and then switch them onto barb clearing once you roll the right ruin for an army of early super scouts.
 
Our poly proposals this round, mine included, all kind of miss the point with this civ. The way to play poly optimally is to really farm the ruins and barbs hard, and sail around sniping the best ocean/coast city spots that DO NOT upset the other AI (too much). The AI just doesn't play the city founding aspect of this civ correctly. From there you must develop each position into a defendable configuration which can be very challenging if they're very far apart. Another AI weakness, especially around water.

Others have suggested a war focus throughout early founding stage is also beneficial, quick strikes with lots of pillaging and demanding tribute etc. AI doesn't really specialize its war analysis into this raider-only style. AI just does not do what makes poly excel. Our yield tweaks and unit tweaks are kinda tangential to the real issue with this civ.

Anyway everything here looks fun, if maybe not completely necessary... I am not in love with the idea of muc poly getting a UU warship, as was floated in other threads, so I'm okay with sticking to status quo as the current mix with MUC feels pretty good tbh
 
Anyway everything here looks fun, if maybe not completely necessary... I am not in love with the idea of muc poly getting a UU warship, as was floated in other threads, so I'm okay with sticking to status quo as the current mix with MUC feels pretty good tbh
discussion of 4UC should be moved to the 4UC thread.
I am happy to hear your thoughts on a new Polynesian UU there. This is a time to have a blue sky discussion about what a 2nd UU could do for the civ, but talks about modmod compatibility need to be moved off the congress thread.
 
Just explaining my motivation we one of the few "nay to both" -- I've voted for everything here but it's worth considering that as broader community we aren't doing too bad with this civ kit, it's more the AI function that's weak. For someone that always plays MUC I think we're getting a bit of nerf here to poly -- the Koa is probably stronger than the proposed Maori scout
 
The way to play poly optimally is to really farm the ruins and barbs hard, and sail around sniping the best ocean/coast city spots that DO NOT upset the other AI (too much).
Your view is too huge map/slow speed-biased. There aren't that many good spots that aren't too close to AI, or enough ruins to warrant having more than 3 scouts, or dedicating your entire playstyle around exploration.
 
Status
Not open for further replies.
Back
Top Bottom