Current Status
There has been a concern that Tall empires (few cities) simply cannot fight against Wide empires (many cities) due to a large disparity in Supply.
The objective of this proposal is,
Since then, an implemented version of the proposal has been distributed in beta version threads for testing.
This is a revote on that concept, with counterproposals.
Proposer: @Recursive
Sponsor(s): @azum4roll (database)
Proposal Details
See the discussion thread, where detailed information is tabulated.
Proposer: @Yngwie
Sponsor(s): @Recursive
Proposal Details
everything the same except:
1)
Walls, Castle, Bastion Fort, Arsenal, Military Base lose 5% supply from population. (totally 25%)
Barracks, Armory, Military academy gain +5% supply from population (totally 15%), retain all flat bonuses
Bastion Fort lose +1 Flat Supply, gain +10% City's ranged strike damage (this +1 Flat supply was justified by "age of sail", so, moved to Seaport. City's RCS move from Military base)
Seaport gain +1 Flat Supply, retain +10% supply from population
Military base lose +10% City's ranged strike damage (City strike mean nothing at this stage of a game with those hordes of tanks, planes, etc. - moved to Bastion Fort)
Great Wall lose +3 Flat supply, gain -5% Empire size modifier in all Cities (already give huge defensive bonus - no need to increase the army. Calmer population instead)
2)
Puppet Cities provide 20% supply from all sources (Venice get 50%) same as for yields. (Imho Venice is the best warmonger machine in human hands right now, limitations are needed)
Martial Law (Imperialism) gain -20% penalty to Yields and Supply in puppet Cities
Proposer: @Pipiskus
Sponsor(s): @Recursive
Proposal Details
Implement point 2) from 44a
Then Reduce city's base HP to 200 from 300
Proposer: @azum4roll
Sponsor(s): @Recursive
Proposal Details
Everything's same as the original proposal, except:
1. Reduce city's base HP from 300 to 250. Reduce HP per population from 10 to 8. Reduce HP from Walls from 125 to 100.
Early war needs a buff with the supply reduction, but city CS also affects the damage done to units, which is fine right now. Reducing HP should be the way to go.
2. Increase "Difficulty Flat Supply Bonus" by a further +2 across all difficulties and AI.
This should solve the early supply problem without affecting late game.
There has been a concern that Tall empires (few cities) simply cannot fight against Wide empires (many cities) due to a large disparity in Supply.
The objective of this proposal is,
Originally proposed in the 7th session, this proposal was vetoed because of how opaque the changes were to the average user....to make them equal assuming players evenly place their units at their borders, i.e. the supply cap to border length ratio
(NOT land area; you don't need to defend the a city deep within your empire) is equal for both tall and wide.
Neither should have the initial advantage, but the side with the better unit production should eventually have the upper hand, all other factors being equal.
Since then, an implemented version of the proposal has been distributed in beta version threads for testing.
This is a revote on that concept, with counterproposals.
(8-44) azum4roll's Unit Supply Rework
Host Notes: This proposal was originally made in Session #7 in this discussion thread. I decided to code it as a modmod (which you can download here or on the OP of the 4.11 release thread) so that the community could playtest the changes before voting on them. As the work is essentially done...
forums.civfanatics.com
Sponsor(s): @azum4roll (database)
Proposal Details
See the discussion thread, where detailed information is tabulated.
(8-44a) Reduce Lategame Supply and Supply From Puppets + Some Tweaks
Counterproposal to (8-44) azum4roll's Unit Supply Rework Problems: 1) So, proposed rework feels great during early game but run out of control in the lategame almost as previous version. It's all mostly caused by too much supply from population: by the last turn (information era) there were 56...
forums.civfanatics.com
Sponsor(s): @Recursive
Proposal Details
everything the same except:
1)
Walls, Castle, Bastion Fort, Arsenal, Military Base lose 5% supply from population. (totally 25%)
Barracks, Armory, Military academy gain +5% supply from population (totally 15%), retain all flat bonuses
Bastion Fort lose +1 Flat Supply, gain +10% City's ranged strike damage (this +1 Flat supply was justified by "age of sail", so, moved to Seaport. City's RCS move from Military base)
Seaport gain +1 Flat Supply, retain +10% supply from population
Military base lose +10% City's ranged strike damage (City strike mean nothing at this stage of a game with those hordes of tanks, planes, etc. - moved to Bastion Fort)
Great Wall lose +3 Flat supply, gain -5% Empire size modifier in all Cities (already give huge defensive bonus - no need to increase the army. Calmer population instead)
2)
Puppet Cities provide 20% supply from all sources (Venice get 50%) same as for yields. (Imho Venice is the best warmonger machine in human hands right now, limitations are needed)
Martial Law (Imperialism) gain -20% penalty to Yields and Supply in puppet Cities
(8-44b) Supply Rework By Adjusting City's Base HP
https://forums.civfanatics.com/threads/8-44-azum4rolls-unit-supply-rework.690583/ Proposed changes: Reduce city's base HP to 200 from 300 Implement Yngwie's puppet nerf idea: Puppet Cities provide 20% supply :c5war: from all sources (Venice get 50%) same as for yields. (Imho Venice is the...
forums.civfanatics.com
Sponsor(s): @Recursive
Proposal Details
Implement point 2) from 44a
Spoiler :
Puppet Cities provide 20% supply from all sources (Venice get 50%) same as for yields. (Imho Venice is the best warmonger machine in human hands right now, limitations are needed)
Martial Law (Imperialism) gain -20% penalty to Yields and Supply in puppet Cities
Martial Law (Imperialism) gain -20% penalty to Yields and Supply in puppet Cities
(8-44c) azum4roll's Counterproposal To His Own Proposal
Links: https://forums.civfanatics.com/threads/8-44-azum4rolls-unit-supply-rework.690583/ https://forums.civfanatics.com/threads/8-44a-azum4rolls-unit-supply-rework.690648/ https://forums.civfanatics.com/threads/8-44b-reduce-lategame-supply-and-supply-from-puppets-some-tweaks.690658/...
forums.civfanatics.com
Sponsor(s): @Recursive
Proposal Details
Everything's same as the original proposal, except:
1. Reduce city's base HP from 300 to 250. Reduce HP per population from 10 to 8. Reduce HP from Walls from 125 to 100.
Early war needs a buff with the supply reduction, but city CS also affects the damage done to units, which is fine right now. Reducing HP should be the way to go.
2. Increase "Difficulty Flat Supply Bonus" by a further +2 across all difficulties and AI.
This should solve the early supply problem without affecting late game.
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