(8-30) 4UC Ottomans: Tersane and Bombard Changes

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azum4roll

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UU2 - Great Turkish Bombard (unique unit class)
Unlocked at Gunpowder
May only have 2 active at one time
Requires 1 Iron
Upgrades into Field Gun

400 :c5production:
11 :c5strength: 43 :c5rangedstrength:
2 :c5moves:
2 Range
1 Sight Range
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Cover I
Skeleton Key (+150% :c5strength: Combat Strength when attacking Cities. Lost on upgrade.)
Siege Inaccuracy II (-50% :c5strength: Combat Strength when attacking Land Units. Lost on upgrade.)
Sahi Topu (Deal 15 Self Damage when attacking. Lost on upgrade.)
Unwieldiness (Cannot heal. Lost on upgrade.)

Exchanged 15 self damage on attack for cannot heal, which is better for AI. Set the :c5strength: CS the same as Cannon since they don't deserve better melee defense.
Slightly higher production cost. It's a very strong unit and they have a production bonus to offset it.


UI - Tersane
Can be built by Great General and Great Admiral
Must be on water tile
Must be adjacent to a City
Must not be adjacent to another Tersane
Can be built on resources and connects them
Claims adjacent tiles


+2 :c5production: +3 :c5gold: +2 :c5science:
+50% tile defense
Contains Fortifications
Enemies ending their turn next to this tile take 30 damage
+25% :c5production: Production towards Naval Units for the City owning this tile
+10 XP to Naval Units trained in the City owning this tile
Note:​
These bonuses CAN stack (easier to implement). It's unlikely that you have more than 2 Tersane in a city, and if you do settle a tiny island city for this, you probably deserve it.​
You can theoretically stack even more by placing some Tersane adjacent to enemy cities, but that requires heavy investment and terrain luck, and ownership switches back when you conquer the city.​
It works for anyone who conquers your city too, so make sure you protect the city well!​
Chemistry: +2 :c5science:
Military Science: +2 :c5production: +2 :c5gold:
Stealth: +4 :c5science:
Electronics: +4 :c5production: +4 :c5gold:

Colonialism: +2 :c5science: +1 :c5culture:
Civil Society: +4 :c5food:
Five-Year Plan: +3 :c5production:
Military-Industrial Complex: +3 :c5science:
New Deal: +6 :c5production:

Tech and policy boosts are the same as Citadel, but with extra :c5gold: Gold added.
 
Even if you made their healing -100 or something, the AI would still try to do it. Has to disable the ability completely
 
UnitPromotions: I don't think we have a flag to stop healing (current effects tend to be like EnemyHealChange at -5 so the base is removed, but medic can overcome that)
Should be very easy to implement a CannotHeal column.
 
Proposal sponsored by prior agreement from @azum4roll.
 
Timestamp post to arrange all the threads in a neat order.
 
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