[Complex] (9-NS) Add A Soft Cap To Scout Exploration XP

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H0dgvikin

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I’m surprised there hasn’t been a proposal focusing on the recon line yet, so I’ll make one.

Motivation: As anyone who lurks in the community probably knows, superscouts—scouts that gain many promotions from early exploration, especially Survivalism III and Trailblazer III—are a problem. A properly promoted superscout can ignore terrain costs and ZoC, use enemy roads, reach 5 movement (with Scouting II), heal every turn, and stack substantial defensive bonuses.

On standard speed, it’s possible to get a superscout with some of these promotions by the Classical era, or even earlier if you get the reveal map ruin and the pathfinder promotion ruin. This happens at a time when unit supply is still very limited (~10), most units have only 2 movement, and even horsemen are heavily slowed by terrain due to the lack of roads (which also can’t cross rivers yet). As a result, a superscout often becomes the strongest unit you can field early on, both for pillaging and for combat.

This is frustrating to counter for both players and the AI, and it also feels unthematic: a unit intended for exploration ends up acting as a solo wrecking ball. It also indirectly hurts the scout line as a whole, since all scout units and promotions must be balanced around the existence of a few superscouts, and it disproportionately favors the player over the AI, which is better at protecting and exploiting them.

Fully addressing this would likely require a broader overhaul of the scout promotion tree, which is outside the scope of this proposal. Instead, this proposal aims to do two things: rein in the power of early superscouts, and encourage the use of a wider array of less-promoted scouts, with more experience coming from combat rather than pure exploration. By distributing power away from a few extreme units, this would also create more room to buff the recon line and its promotions in the future without being constrained by superscout balance.

Current behavior: all scouts gain 1/10 XP per tile revealed (see this commit—credit to Daedalus on Discord for pointing me to the code). Please correct me if I’m misunderstanding the implementation.
  • Effectively, this translates to roughly 100 tiles revealed for level 1, 200 tiles for level 2, 300 tiles for level 3, 400 tiles for level 4, etc., assuming exploration-only XP.

Proposal:
  • Add a soft cap to scout exploration XP. Gaining 1 XP at level X would require revealing 10 * (X+1) tiles.
    • Effectively, this means 100 tiles for 1 level, 400 for 2 levels, 900 for 3 levels, 1600 for 4 levels, etc.
    • This significantly limits how high a scout’s level can grow from exploration alone, especially in the early game, and offers diminishing return to exploration XP.
    • The exact formula is tentative and open to adjustment.
  • Give all units in the pathfinder line +1 combat strength.
    • This is intended as a compensatory buff to the scout line to offset the reduced presence of superscouts. The exact value and distribution are tentative and open to adjustment.
 
The current formula is this:
Units with reconnaissance gain:
- 0.1 XP for revealing a tile
- 0.3 XP for revealing an ancient ruin
- 0.4 XP for revealing a resource
- 1.2 XP for revealing a natural wonder

1767409797588.png


Levels each require 10 more XP than the last level, so:
level 1 -> 2 requires 10 XP (100 regular tiles)
Level 2 -> 3 requires 20 XP (200 regular tiles)
Level 2 -> 3 requires 30 XP (900 regular tiles)
etc.

So how you can make this math work is that we add the unit's level as a denominator to the amount of XP revealed per tile:
So at level 1, a scout gains 0.1/1 XP when revealing a tile, so reaching lvl 2 requires (10 ÷ (1/10)) = 100 blank tiles
At level 2, a scout gains 0.1/2 XP when revealing a tile, so reaching lvl 3 requires (20 ÷ 1/20) = 400 blank tiles
At level 3, a scout gains 0.1/3 XP when revealing a tile, so reaching lvl 4 requires (30 ÷ 1/30) = 900 blank tiles
etc.

I wonder if the scaling might be a bit too harsh... but on the other hand super scouts have been a very big headache for a long time.
 
Another way of doing it could be that we make Scouts level up differently from other units, like they need double XP to gain levels. But that would affect their combat XP too. I think it would be cleaner to fix recon XP in the math for Recon XP
 
But that would affect their combat XP too. I think it would be cleaner to fix recon XP in the math for Recon XP
this is a valid concern though i imagine the combat XP will still be a pittance even with the OP concept. I'm not against it but i think there might be some options to consider in lieu of this sort of change, like xp pool and/or promo tree design via some of the new table and column additions in recent versions. More promos is inherently a greater appeal to human player than less promos
 
On standard speed, it’s possible to get a superscout with some of these promotions by the Classical era, or even earlier if you get the reveal map ruin and the pathfinder promotion ruin.
Reveal map ruin after the recent change to Scout XP gain doesn't give ~2 levels anymore, it gives 0-1 levels. I wouldn't mind some flat XP (like 15) added to it just to make the ruin itself better, it is not good enough currently imo, but that's a separate topic.
 
Reveal map ruin after the recent change to Scout XP gain doesn't give ~2 levels anymore, it gives 0-1 levels. I wouldn't mind some flat XP (like 15) added to it just to make the ruin itself better, it is not good enough currently imo, but that's a separate topic.
It wasn't changed. The unit should still gain 1x the number of revealed tiles as XP.
 
isn't this redundant to each level already requiring more xp than the previous? ie shouldn't we just adjust these amounts:

With the old formula, I can get to level 4 pathfinders very early, and often level 6-7 scouts if my starting continent is large enough. With the proposed formula, the same land that yields level 7 scouts would only lead to level 3-4 pathfinders, which would dramatically curtain high promotions.

this is a valid concern though i imagine the combat XP will still be a pittance even with the OP concept. I'm not against it but i think there might be some options to consider in lieu of this sort of change, like xp pool and/or promo tree design via some of the new table and column additions in recent versions. More promos is inherently a greater appeal to human player than less promos

The main thing I want to achieve with this proposal, beyond curtailing early super scouts, is to soft cap the limit of scout promotion via exploration XP. I think the recon line deserves a bigger overhaul (I personally quite enjoy Hokath's recon changes), but I don't feel qualified to propose such dramatic changes, and my proposed formula would hopefully clean up the design space away from superscout stacking. Open to other proposals about XP pool to achieve the same effect.
 
I've proposed a cut down version of the recon changes

It would have to be instead of this change, I think
 
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