(8-14b) 4UC England: Longbowman Nerf and Steam Mill Consistency Fixes

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azum4roll

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UU2 - Longbowman (replaces Crossbowman)
Unlocked at Machinery
Standard costs

15 :c5strength: 19 :c5rangedstrength:
Range
Assize of Arms (+20% :c5strength: Combat Strength VS Mounted and Armored Units.)
Agincourt (+1 Range if this Unit starts its turn at Full Health. Lost on upgrade.)
Note: new promotion icon is needed.

This restricts the +1 range to its era, and also only working while starting the turn healthy. This is more friendly to the AI than other conditional range like having to be on certain tiles, and also consistent since a ranged unit can't lose health during its turn.
 
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Links:

UU2 - Longbowman (replaces Crossbowman)
Unlocked at Machinery
Standard costs

15 :c5strength: 19 :c5rangedstrength:
Range
Assize of Arms (+20% :c5strength: Combat Strength VS Mounted and Armored Units.)
Agincourt (+1 Range if this Unit starts its turn at Full Health. Lost on upgrade.)
Note: new promotion icon is needed.

This restricts the +1 range to its era, and also only working while starting the turn healthy. This is more friendly to the AI than other conditional range like having to be on certain tiles, and also consistent since a ranged unit can't lose health during its turn.


UB - Steam Mill (replaces Factory)
Unlocked at Steam Power
1000 :c5production:
5 :c5gold: Maintenance
Does not require Coal

+5 :c5production:
+1 :c5production: Production for every 2 :c5citizen: Population (up from 1 per 4)
+2 :c5production: Production to all Steam Mills
+4 :c5production: Production to nearby Manufactories (+2)
+3 :c5production: Production and :c5science: Science to nearby Coal (+1 each)
2 Engineer slots (+1)
2 Specialists in this city do not generate :c5unhappy: Unhappiness from Urbanization
+10% progress to the next Great Engineer on completion of any building from Industrial Era or later (unchanged, this is how it currently works)

Just fixing the :c5gold: Maintenance to follow its unlock tech and adding back missing :c5science: Science on Coal that's on the base Factory.
That +1 range stacks with the range promotion right? I still think this is probably better but that is crazy good, on the other hand most ranged units around that time wont have level 5 yet so I guess that is fine
 
This is a much more reasonable way to limit the range than checking the tile and position.
 
How often can you get a ranged unit to level 5 before it starts doing no damage anyway?

Also, Steam Mill is OP, thinking of nerfs.

Do you think it'll be a good enough UB with just early unlock and not requiring Coal?
 
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The issue about the XP is that with extra range it is way easier to rack-up XP. Especially if you can get a cozy hill somewhere to just shoot mindlessly at a City.

I think we should change the self-buffing Factory effect, but it has to be all the Factories not just this one.
So I would wait until next congress.
 
So it’s less computationally onerous to check every units health than it is to check what terrain every unit is in?
Yes
 
So it’s less computationally onerous to check every units health than it is to check what terrain every unit is in?
It's similar if there's only one check at turn start.

But if it's a location check, the unit can move and still benefit from the +1 range, while a ranged unit can never lose health after the turn start check.
 
It's similar if there's only one check at turn start.

But if it's a location check, the unit can move and still benefit from the +1 range, while a ranged unit can never lose health after the turn start check.
AI simulation deciding where to put units is where location checking range is expensive. Checking health is very simple compared to that.
 
How often can you get a ranged unit to level 5 before it starts doing no damage anyway?

Also, Steam Mill is OP, thinking of nerfs.

Do you think it'll be a good enough UB with just early unlock and not requiring Coal?
It would go from being OP, to being one of the weakest UBs
the GE points on finishing buildings is unique, though I don't know if it's too strong at 10%

(also the -2 unhappiness from urbanization is different from the base factory's -1, though the original proposal doesn't have that underlined)
 
Ooooo.... a column that turns off a promotion if the unit is damaged would be very flexible and useful indeed.
 
Better yet, have a numeric column that specifies the percentage HP needed to make the promotion work. So we don't need to rework it in case we lower the threshold to 80% HP or more, or something.

Spanish Armada promotion also shares this effect.
 
Agincourt (+1 Range if this Unit starts its turn at Full Health. Lost on upgrade.)
New column in UnitPromotions: RequiredHP (integer, default 0)
Below this percentage of HP, the entire promotion stops working.

This is automatically sponsored if (8-40a) is sponsored, but not vice versa.
 
Proposal sponsored by prior agreement from @azum4roll.
 
Timestamp post to arrange all the threads in a neat order.
 
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