Counterproposal to:
I agree that the current version simply gives warmongers free yields without much drawbacks. However, the proposed version makes them move on their first turn, which means immediate pillaging tiles they're on and causing additional unavoidable unhappiness. They may also kill Great People that happen to be nearby, which is too much setback for anyone.
My proposal:
Rebels and partisans may move on the turn they spawn, BUT they may not pillage or plunder caravans until the start of their next turn.
One turn before they spawn, a warning notification appears foretelling their appearance (message up to sponsor; I'm no good at this).
Other changes:
"Arm the local populace" spy mission: rebel units spawn on the barbarian's turn after the target's next turn. The spy notification serves as the warning. This is fairer than spawning them immediately anyway, because of turn order.
Events that spawn rebel units: give a warning, then appear one turn later
Event choices that spawn rebel units: no change, since they spawn on your turn and you can react to it
This way, you're still given a chance to evacuate your civilians and prepare your army. Improvements and caravans can't be evacuated, so you have one turn to try to kill the rebels to protect them. Note that the rebels still get the first strike, so it isn't as easy.
Edit 1: Clarify that there's also a warning before rebels spawn with the spy mission.
MAGI: Complex proposal, DLL and lua changes
[DLL] - (7-NS) Buff rebels and partisans
So, there is a problem with snowballing warmongers. They can easily take one City after another without problems and move their troop’s forward regardless resistance and unhappiness. One of the means to slow them down is rebels and partisans. By now, Rebels and Partisans are fairly weak option...
forums.civfanatics.com
I agree that the current version simply gives warmongers free yields without much drawbacks. However, the proposed version makes them move on their first turn, which means immediate pillaging tiles they're on and causing additional unavoidable unhappiness. They may also kill Great People that happen to be nearby, which is too much setback for anyone.
My proposal:
Rebels and partisans may move on the turn they spawn, BUT they may not pillage or plunder caravans until the start of their next turn.
One turn before they spawn, a warning notification appears foretelling their appearance (message up to sponsor; I'm no good at this).
Other changes:
"Arm the local populace" spy mission: rebel units spawn on the barbarian's turn after the target's next turn. The spy notification serves as the warning. This is fairer than spawning them immediately anyway, because of turn order.
Events that spawn rebel units: give a warning, then appear one turn later
Event choices that spawn rebel units: no change, since they spawn on your turn and you can react to it
This way, you're still given a chance to evacuate your civilians and prepare your army. Improvements and caravans can't be evacuated, so you have one turn to try to kill the rebels to protect them. Note that the rebels still get the first strike, so it isn't as easy.
Edit 1: Clarify that there's also a warning before rebels spawn with the spy mission.
MAGI: Complex proposal, DLL and lua changes
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