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 supply from cities and 110 (!) supply from population before Empire size modifier, which reduced the sum to 104 - that's still too much. That's the first problem.
The main sources of supply are still both military-training and defensive buildings. While it's fair to provide supply for the first cathegory, it's weird for the second. The 5% supply from defensive buildings feels counterlogical. Like: "Oh, we can live peacefully now cause we have a better protection of these walls/castle... Let's send more people to the army! ".
2) Captured puppet Cities (especially with supplly wonders) provide too much supply even without annexation. (It were smth like +10 Supply jump per captured Capital in medieval). So, player can keep them as puppets without consequences. It's too good for warmongers, considering they've already gain a City itself.
Proposal:
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
Rationale:
Focusing all supply bonuses on military-training building will increase their significance and will turn defensive buildings into pure protective and calming stuff (reduce empire size modifier, unhappiness etc).
These changes will reduce lategame supply without much effect on early and middle game that feels better with rework. It will also provide reasons to build military academies (now they are a bit useless on unlock).
Reducing Supply from puppets will slow down potential snowballing of warmongers.
Those who struggle with early game supply will also benefit from these changes - now 1 type of building required instead of 2 - less time and hummers is needed to maximize supply.
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 supply from cities and 110 (!) supply from population before Empire size modifier, which reduced the sum to 104 - that's still too much. That's the first problem.
The main sources of supply are still both military-training and defensive buildings. While it's fair to provide supply for the first cathegory, it's weird for the second. The 5% supply from defensive buildings feels counterlogical. Like: "Oh, we can live peacefully now cause we have a better protection of these walls/castle... Let's send more people to the army! ".
2) Captured puppet Cities (especially with supplly wonders) provide too much supply even without annexation. (It were smth like +10 Supply jump per captured Capital in medieval). So, player can keep them as puppets without consequences. It's too good for warmongers, considering they've already gain a City itself.
Proposal:
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
Rationale:
Focusing all supply bonuses on military-training building will increase their significance and will turn defensive buildings into pure protective and calming stuff (reduce empire size modifier, unhappiness etc).
These changes will reduce lategame supply without much effect on early and middle game that feels better with rework. It will also provide reasons to build military academies (now they are a bit useless on unlock).
Reducing Supply from puppets will slow down potential snowballing of warmongers.
Those who struggle with early game supply will also benefit from these changes - now 1 type of building required instead of 2 - less time and hummers is needed to maximize supply.