Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,726
This proposal is intended to be non-conflicting with other polynesia- proposals, and does not include a specific carthage proposal -- any of the others are suitable, or none.
This proposal has been revised significantly since first post -- the design purpose is to provide island-centric utilities that may be paired with other UA suggestions and proposals
Preliminary assumptions:
Thematic considerations:
Translated into civ terms, RL Polynesia were known in the collective global consciousness for strong faith, strong arts culture, maritime trade, on-coast melee warfare, population growth in isolated island environments, and their innovation in nautical & navigation technologies. I am not saying necessarily this is the full picture, and welcome corrections, but I put this forward as the snapshot that reaches the typical Western-influenced armchair historian anyway. These attributes will be the focus of this proposal.
Moai are believed to have served a multifarious role: they are at once symbols of worship & faith, individual achievement & leadership, and indicators of sources of fresh water.
Our current polynesia design is to have them play as an exploration and island settling focused civ; this is fine, but it ignores some aspects of their thematic background, and will be better improved with small additions rather than sweeping modifications.
Gameplay considerations:
Proposal:
Recon, melee, gun, archer, worker, settler units that enter moai plot get moai promotion, as follows:
moai improvement allows flat embark/disembark out of/into plot (same config as forts receive, but never more than flat cost of 1 -- for poly only, not on capture of moai)
Amendments:
Amendment 1: added a split flat embark/disembark across both promos
Amendment 2: swapped withdraw from melee for adjacent city strength buff on the pre-combat moai promo
Amendment 3: reworked the pre- and post-combat promotions, for pre- as transit promo, post- as combat promo; removed archer line from eligibility
Amendment 4: adjusted further based on in-game tests -- re-added archer eligibility, added double coast movement, added +10% attack vs sea domain units (to help archers fight off naval invaders)
Amendment 5: removed post-combat promo, objectives can be obtained without it
Amendment 6: moved flat embark from promo to moai -- it's the only way to ensure high level of auto pathing for promo pickup. Dropped amphib to preserve Denmark uniqueness
Sponsor Notes:
This needs a bugfix, and a tiny bit of new code, as follows:
Test model (attached) current to amendment 5 (note that amendment 6 cannot be implemented as modmod, amendment 5 close enough to get general feel)
This proposal has been revised significantly since first post -- the design purpose is to provide island-centric utilities that may be paired with other UA suggestions and proposals
Preliminary assumptions:
Spoiler :
- VP is a mature project, and as such, less-is-more when it comes to changes to significant, game-long features, such as a civ's UA.
- Civ is at its best when thematically-oriented concepts are expressed in ways that result in good gameplay, rather than when gameplay-first concepts are implemented just for the sake of good/efficient gameplay. Though sometimes the latter is necessary, we should always at least consider the best fit for thematic solution.
- VP's handful of under-utilized, and in some cases entirely unused, database features are the best potential value for effort in terms of adding interest and depth to VP gameplay
Thematic considerations:
Spoiler :
Translated into civ terms, RL Polynesia were known in the collective global consciousness for strong faith, strong arts culture, maritime trade, on-coast melee warfare, population growth in isolated island environments, and their innovation in nautical & navigation technologies. I am not saying necessarily this is the full picture, and welcome corrections, but I put this forward as the snapshot that reaches the typical Western-influenced armchair historian anyway. These attributes will be the focus of this proposal.
Moai are believed to have served a multifarious role: they are at once symbols of worship & faith, individual achievement & leadership, and indicators of sources of fresh water.
Our current polynesia design is to have them play as an exploration and island settling focused civ; this is fine, but it ignores some aspects of their thematic background, and will be better improved with small additions rather than sweeping modifications.
Gameplay considerations:
Spoiler :
- Though faith is perhaps underrepresented in VP's abstraction of polynesia's characteristics, flat faith buff itself is not the answer; rather we will improve and distinguish the value and function of moai as a symbol/abstraction of that faith
- Polynesia recently lost its UI-related combat bonus, without proper compensation; this is reason alone to add something back to the UI ie moai. With the proposal to move polynesia UU to unique scout, polynesia's history of warfare will be significantly under-represented in their kit. As-is the island warfare representation is rather mid.
- Polynesia may have been underperforming before, but now even moreso; there is no one agreed source of their woes, but I'd point to their playstyle, which encourages difficult to defend island settlements, making it more likely to lose control of their territorial holdings through a full game than many other civs. Hanging on to more cities for longer results in better yields across the board, and better yields improves overall performance. The less-is-more approach to fix Polynesia is to re-add a moai-related bonus in a way that supports defense of their islands, and secondarily improves their progress in other lagging areas.
- The moai as UI is unique from all other improvements in that it often forms a near-complete perimeter around its owner's cities, as the cities are often best placed on islands inland 1-tile, and moai best placed in nearly all coastal land plots. This perimeter structure makes the moai a viable candidate for location-based promotions
- Location based promotions via improvements are not used elsewhere in VP, and in this way are inherently a "unique" mechanism, which is desirable for a UA or UI. The common perimeter-like formation around cities of the moai, ensure that units will often cross over them in their status quo default behavior; no additional analysis will be necessary for AI to grasp the basic functionality.
- Location-based promotions operate just as any other promotion outside of how they are acquired, and can have any attribute that any promotion can have, such as a post-combat promotion, or a simple turn timer; either of these two attributes can make them temporary in nature and re-addable after their loss: an "aura" without an actual aura. (moai lost an actual aura last round)
- This round's proposals seek to add production and culture to polynesia UA -- we'll accept these as lacking here as well.
Proposal:
Recon, melee, gun, archer, worker, settler units that enter moai plot get moai promotion, as follows:
- has "post combat promotion" but the actual post combat promotion is undefined: its just lost when unit engages in any combat -- this promo only lasts 1 fight and is not replaced, must revisit moai to reacquire.
- double movement in ocean & coast, +1 embark vision
- No ranged penalty attacking ships (+20% attack vs domain_sea)
- Can move after attack
moai improvement allows flat embark/disembark out of/into plot (same config as forts receive, but never more than flat cost of 1 -- for poly only, not on capture of moai)
Amendments:
Spoiler :
Amendment 1: added a split flat embark/disembark across both promos
Amendment 2: swapped withdraw from melee for adjacent city strength buff on the pre-combat moai promo
Amendment 3: reworked the pre- and post-combat promotions, for pre- as transit promo, post- as combat promo; removed archer line from eligibility
Amendment 4: adjusted further based on in-game tests -- re-added archer eligibility, added double coast movement, added +10% attack vs sea domain units (to help archers fight off naval invaders)
Amendment 5: removed post-combat promo, objectives can be obtained without it
Amendment 6: moved flat embark from promo to moai -- it's the only way to ensure high level of auto pathing for promo pickup. Dropped amphib to preserve Denmark uniqueness
Sponsor Notes:
Spoiler :
This needs a bugfix, and a tiny bit of new code, as follows:
- recent attempt to fix how improvement promotions with timers functioned, intended to refill timer on each visit, instead empties timer: github issue at https://github.com/LoneGazebo/Community-Patch-DLL/issues/10800
- there needs to be some method to make only polynesia eligible for this promotion -- ideal would be some kind of table-based system the same way unitpromotions_unitcombats works, as this opens it up for further modmod usage -- or perhaps this exists already and I'm unfamiliar...
- Similar functionality needs to be added for moai flat embark/disembark as exist for forts/citadels, but never worse than 1 move flat cost, and only affecting poly (not a captured moai)
Test model (attached) current to amendment 5 (note that amendment 6 cannot be implemented as modmod, amendment 5 close enough to get general feel)
Attachments
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