(7-46) Ordo "+1 Move" Rework

Status
Not open for further replies.

azum4roll

Lost the game
Joined
Jul 17, 2018
Messages
4,802
Location
Somewhere
Current Ordo:
Claims adjacent tiles
+50% defensive strength
"+1 move" for units that moves onto or starting their turn on the tile
Counts as Fortification and Canal

How the "+1 move" works: (Example assumes having the Gunpowder tech and a ring of roads on and around the Ordo. Road cost = 5/12 move points)
When a unit moves onto or starting its turn on an Ordo, add 1 to both current move points and max move points (e.g. 3.92/4 -> 3.5/4 -> 4.5/5)
When the unit moves off the Ordo, max move points return to normal, and current move points is capped at max move points (e.g. 4.5/5 -> 4.08/4 -> 4/4)

Note that the unit now has full moves. By moving on and off an Ordo a sufficient amount of times, any unit can regain full moves after having the Gunpowder tech.
It doesn't matter how far away the units are, as long as they can reach the Ordo on the turn, they'll have full moves.
Spoiler Example :

Like all the Skirmishers below.
1713106885721.png

And as long as the Skirmishers have enough moves to return to the Ordo after firing once, they can gain enough moves to attack again. That poor German city is going to be hit 10 times by the Skirmishers...

Things get crazier with recon units, who can move fast and can pillage for free. Every unmanned tile a certain radius around the Ordo can be pillaged in one turn with one highly promoted recon unit.

However, I'm not going to propose to heavily change this. This proposal is going to be a QoL change for humans and enabling AI to benefit from part of it.

Proposal:
"+1 move" is replaced by "regain all movement points when moving onto this tile".


Below is a comparison:
Point of comparisonCurrent behaviourProposed version
Unlock techGunpowderNone
Tile(s) a unit can have full movesAny roaded tile around the OrdoThe Ordo
Click(s) needed to recharge to full movesA bazillion1
Can AI utilize this to move across their kingdom with multiple intermediate Ordos?NoYes
Can AI utilize this to project their attack force further from owned land in one turn?Yes (but only few units)Yes (for a lot more units)
Can AI utilize this to focus fire a nearby enemy unit/city?NoMaybe coincidentally

Other options considered:
  • +1 move limited once per turn only
    • No, this is way too weak for a unique component
  • +1 move limited once per turn per Ordo
    • Computationally heavy, not viable
  • Full move recharge once per turn only
    • Weird incentive for a unit adjacent to an Ordo to move around it in order to go back later and benefit more
 
Last edited by a moderator:
very small nerf to its full potential, very large buff to the AI, very large buff to ease of use
looks good to me
 
I apologize but I'm not following the logic. You said the major abuse was "as long as a unit can get back to the ordo, it gets unlimited moves"

How does this change solve that? It seems like the same behavior for those skirmishers. They attack, move back to the ordo (giving them full movement), they move out attack move back to the ordo (regaining full movement)....rinse and repeat. What has really changed?
 
Sponsored.
 
Timestamp post to arrange all the threads in a neat order.
 
Status
Not open for further replies.
Back
Top Bottom