[Complex] (7-NS) Rebel and Partisan units can move on the first turn, with restrictions and come with a warning

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azum4roll

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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
 
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Yes.

Edited OP: Clarify that there's also a warning before rebels spawn with the spy mission.
 
Timestamp post to arrange all the threads in a neat order.
 
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