(8-01a) Allow 4UC America To Make Friends With Neighbors (Also Minuteman Nerf)

Status
Not open for further replies.

azum4roll

Lost the game
Joined
Jul 17, 2018
Messages
4,572
Location
Somewhere
Links:

UB - Homestead (replaces Stable):
Unlocked at Chivalry
Standard costs and maintenance
Does not require improved pasture resources

+3 :c5production: Production
+2 :c5food: Food, +2 :c5production: Production, and +2 :c5gold: Gold to Horse, Cattle, Sheep and Bison
+33% :c5production: Production toward Mounted Melee Units
+25% :c5production: Production toward Workers and Settler Units
Pioneers can be trained in this city

+10% :c5war: Military Supply (+1 :c5war: Military Supply if supply rework passes)
Claims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 20 :c5production: production, scaling with era, for each tile claimed in this way
+2 :c5production: Production to :c5production: Production Internal :trade: Trade Routes from this City
Resets tile purchase costs when built (one time bonus)

Claiming pasture resources will piss off neighbours if implemented in DLL, and players aren't going to like it. It also specifically counters Zulu due to their unique Citadel placing a Cattle underneath.

It's changed to giving an additional reset for tile purchase costs, so each settled city will give 2 resets. Due to the situational nature of this building, you can afford to build this in some cities (no pasture resources or Bison) only when you need the reset. You can now have friends!

This is a stronger bonus than the situational tile claim, so the +production on workers and settlers is also removed to compensate.

UU1 - Minuteman (replaces Musketman):
Unlocked at Metallurgy
Standard costs

22 :c5strength: (+1)
31 :c5rangedstrength: (+1)
Barrage I
Ignores Terrain Cost
Golden Age from Victories


The current Minuteman has a power spike when you have Military Academy and start pumping out Range Gatling Guns (upgraded from Minuteman). Simply removing the free Barrage I should place their power level back to normal. The other two free promotions should be enough to give them an edge.
 
Last edited:
Who knows? It was a BNW thing.

It needs another ability if we remove the GAP.
 
As per the Wikipedia page for Minutemen (not the most reliable source, I know)...
Minutemen were members of the organized New England colonial militia companies trained in weaponry, tactics, and military strategies during the American Revolutionary War. They were known for being ready at a minute's notice, hence the name. Minutemen provided a highly mobile, rapidly deployed force that enabled the colonies to respond immediately to military threats. They were an evolution from the prior colonial rapid-response units.
This makes me think that perhaps we could change the "GAP on Kills" to something like "Can move and attack on purchase", or perhaps cheaper Production cost. Anything that really sells the whole 'ready at a moment's notice' and 'rapidly deployed forces that enabled immediate response to military threats'. And that is a very useful thing for America, a Civ that really wants to go Wide (namely settling colonies on islands and other continents) and purchase tiles, both things that create enemies who would absolutely go after America's newly settled, low defense cities.
 
Minuteman (replaces Commando)
Unlocked at Railroads
625:c5production:, 600:c5faith:
32:c5strength:, 32:c5rangedstrength:, 1 Range
3 :c5moves:Moves, 3 base sight range​
Envelopment Promotion (+10% Flanking, benefits from Flanking)​
Standard Commando promotions:​
Attack bonus (+25%)​
Commando promotion (withdraw on attack)​
Brute Force (+25% vs barbarians)​
Recon Experience​
Scavenger (XP on pillage)​
A truly unique unique unit: A recon unit with a ranged attack. Can still flank and do everything a normal Commando can do, but can attack without reprisal.
The cool thing about the recon line is that their promotion line won't break if you flip from melee to ranged and then back again.
 
Minuteman (replaces Commando)​
Unlocked at Railroads
625:c5production:, 600:c5faith:
32:c5strength:, 32:c5rangedstrength:, 1 Range
3 :c5moves:Moves, 3 base sight range​
Envelopment Promotion (+10% Flanking, benefits from Flanking)​
Standard Commando promotions:​
Attack bonus (+25%)​
Commando promotion (withdraw on attack)​
Brute Force (+25% vs barbarians)​
Recon Experience​
Scavenger (XP on pillage)​
A truly unique unique unit: A recon unit with a ranged attack. Can still flank and do everything a normal Commando can do, but can attack without reprisal.
The cool thing about the recon line is that their promotion line won't break if you flip from melee to ranged and then back again.
Being a recon UU makes much more sense for minutemen, though railroads is a bit of a weird unlock for them; nearly half a century after in the real world
 
Industrial era IRL started around the mid 1700s and while minutemen predate the Revolutionary War, that is what they were most famous for and that was in 1775. So timing-wise it's actually not that bad. What is interesting however is how Railroads, Architecture, and industrialization are all top-middle of the tree, so America can neglect bottom tree for a while during industrial and still have a respectable defense.

An early unlock is not out of the question, but those are a headache and in this case probably neither necessary or merited. A 32:c5strength:/32:c5rangedstrength: unit unlocking a full era before gatling guns would probably get out of hand.
 
Last edited:
New columns in Buildings:
ResetTilePurchaseCost (boolean)
AllowTrainUnitClass (varchar, UnitClassType) - use this instead of dummy Pioneer

Send a notification for reset cost when the building is completed (I'll add the text)

Implement AdjacentCityDefenseMod column in UnitPromotions
 
Timestamp post to arrange all the threads in a neat order.
 
Status
Not open for further replies.
Top Bottom