(9-VT) Scout Movement

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hokath

Deity
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Here we go. It's the big one.

Motivation:
In previous versions of VP scouting class units have changed a lot in an attempt to find their best design.
Currently Scouts have 3 Moves base and learn to ignore terrain costs by their promotions.
There are various opinions on this, and I expect several counterproposals.

My personal opinion is based mainly on the "super scout" phenomenon, whereby your starting (and sometimes second) Pathfinder get so many promotions, so fast, that they reach levels like 7 or 8 before your first war, effectively gaining Trailblazer III and Survivalism III and also finding an upgrade to the Scout unit. This then let's you completely smash your first target, including on high difficulties. You can look at several recently Deity playthroughs on the discord to see this sort of thing in action, like the Portugal game of Alpa
AI has recently improved to use Scouts against the player, which is really cool, and I think maybe people are starting to see why these highly promoted scouts are unreasonable.

The other effect of Scouts with such high movement (and also bonuses to vision) so early is this has is you get to reveal the map very quickly, which for me is against the spirit of Civ's "explore" phase. You should need to invest a bit more to get hold of the altas.
Trailblazer III let's you stand on Mountains, which together with Sight improvements (Trailblazer I and Scouting) reveal HUGE amounts of tiles, which then feedback and give you even more XP.
This particular feedback loop should specifically be addressed.

Finally, it's a bit boring (and a huge noob trap) to have to pick Trailblazer all the time.

I have cut down my very large Recon Rework to only the bare minimum required to address the above problems.

Proposal:
  • Scout Units
    • Have 2 Movement base (down from 3)
    • Start with "Adventurer" that gives Ignore Terrain Cost from:
      Not included: Crossing rivers, Marsh, Snow
      • Forest
      • Jungle
      • Hill
      • Desert
  • New Promotions for Scouting Units
    The idea is you choose promotions if you come across difficult terrain that you need to deal with
    • Can learn Amphibious with Survivalism I or Trailblazer I
      To regain the Rivers and Marsh movement
      • Eliminate combat penalties for attacking from the sea or over a river.
      • Crossing a river costs only 1 👣 Movement.
      • Ignore Terrain Cost in Marsh.
    • Can learn Mountaineer with Survivalism I or Trailblazer II
      To cross Mountains
      • +20% Attack in Hills
      • Can move through Mountains
    • Can learn Ski Infantry with Mountaineer
      To move easily through Snow
      • Double Movement and no costs in Snow and Mountain
      • +25% Attack in Mountain
      • +30% Defense in Snow
  • Trailblazer Rework
    Less about exploring, more about combat, to create a meaningful choice with Survivalism
    The "icon" effects of "leaf" and "temperature" are interpreted as overcoming the combat effects of those terrains
    • Trailblazer I
      • +1 Sight and Embarked Sight.
      • Ignore Terrain Cost in Forest, Jungle, and Hill.
      • +25% Attack in Forest and Jungle
      • +10% Strength outside Friendly Territory
    • Trailblazer II
      • +1 👣 Movement and Embarked Movement.
      • Ignore Terrain Cost in Desert, Snow, and Marsh.
      • Eliminate combat penalties for attacking over a river.
      • Crossing a river costs only 1 👣 Movement.
      • +20% Defense in Tundra and Desert
        I would like to add combat malus to these terrains, again, but it's out of scope for this proposal
      • +10% Strength outside Friendly Territory
    • Trailblazer III
      Must compete with Survivalism III
      • +20% ⚔️ Combat Strength Outside of Friendly Territory.
      • Can Embark, cross Mountains, and use Enemy Roads/Railroads.
        Note: When this was first introduced, only units that came into friendly borders after the tech was unlocked could learn Embark. Now this requirement is gone.
      • Ignore Zone of Control.
      • +1 Move (on land only)
        So it doesnt help embarked exploration
      • Can move after attacking
        So you are like a 3 move mounted unit and can hit-and-run people
      • Ignore Zone of Control

Implementation Notes:
This is all database code playable here.
Mountaineer uses the Altitude Training mountain icon
1767456362690.png

Ski Infantry promo uses the White Walker icon
1767456089083.png


References:
New Celts pantheon also have this same Mountaineer promo (allowing them quicker access to Ski Infantry)

This is a counterproposal to
 
Last edited:
I struggle to see when I would take this over survivalism? Maybe late game for TBIII, but otherwise never early on
 
Start with "Adventurer" that gives Ignore Terrain Cost in:
Not included: Crossing rivers, Marsh, Snow
  • Forest
  • Jungle
  • Hill
  • Desert
by "start with" we're talking always-on for all recon units? is a little flat for my liking, i'd accept an ignoreFrom jungle/forest as base, rest should be earned imo.

  • +1 Move (on land only)
    So it doesnt help embarked exploration
  • Can move after attacking
    So you are like a 3 move mounted unit and can hit-and-run people
  • Ignore Zone of Control
these 3 together are rather steep jump in unit power imo -- I understand we want to make it a competitive choice to surv 3, but maybe the latter just needs to be changed

The idea is you choose promotions if you come across difficult terrain that you need to deal with
This is a human-favoring design element imo -- idk where AI selection criteria is at in 5.x but in recent version of 4.x AI still appeared to just be choosing promos at random when I've tested
 
I played with your recon modmod before and quite like how the recon line is slowed down between movement 2 and the removal of terrain ignore (you now need Amphibious to ignore rivers, Mountaineer to ignore mountains, etc.). This also slows down the development of superscouts.

I have two thoughts—though I’m not sure if either is a big problem:
  • It’s still possible to send a couple of Pathfinders on a global trip and let them become superscouts later—just more slowly. (This is why I proposed a soft cap on Recon XP.)
  • I remember feeling that the nerfed recon line plays like watered-down cavalry, and needs quite a few promotions to stand out. In particular, I suspect they might want some additional combat boosts to remain competitive with the current version. As it is, this feels more like a general nerf to the scout line at lower levels, primarily due to the reduced movement and the removal of ignore terrain costs.
 
I remember feeling that the nerfed recon line plays like watered-down cavalry, and needs quite a few promotions to stand out. In particular, I suspect they might want some additional combat boosts to remain competitive with the current version. As it is, this feels more like a general nerf to the scout line at lower levels, primarily due to the reduced movement and the removal of ignore terrain costs.
its very difficult to address this, all the recon reworks suffer from this same low-xp uselessness -- my take here was to give recon a base invis, 1-range attack, and withdraw but its a lot of new code to accomplish, and rather exotic for congress proposal. I think we're gonna be stuck with this no matter what, cuz we don't otherwise want these units on par with regular combat units
 
Later scouts line get a bonus xp on pillaging tiles. This could be a nice XP source for them and could be expanded to pillaging caravans, serving as disruptive elements in a war. This would probably also need adjustment to their promotions, so they don't become unkillable skirmishers in the backline.
 
Just as a reminder in case it's a useful tool, I implemented IgnoreTerrainCostFrom and IgnoreTerrainCostIn columns separately. The former (currently unused) allows you to disregard the cost from say, desert, but not hills - or hills, but not forest.

Whereas the latter (currently used in all cases except the global Ignore Terrain Cost) lets you ignore terrain cost entirely except for crossing rivers as long as the specified terrain or feature is present.
 
Thanks for the reminder. In fact that's exactly what is intended here!
Spoiler :

<UnitPromotions_Features>
<Row>
<PromotionType>PROMOTION_ROUGH_WALKER</PromotionType>
<FeatureType>FEATURE_FOREST</FeatureType>
<IgnoreTerrainCostFrom>1</IgnoreTerrainCostFrom>
</Row>
<Row>
<PromotionType>PROMOTION_ROUGH_WALKER</PromotionType>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<IgnoreTerrainCostFrom>1</IgnoreTerrainCostFrom>
</Row>
</UnitPromotions_Features>
<UnitPromotions_Terrains>
<Row>
<PromotionType>PROMOTION_ALPINE</PromotionType>
<TerrainType>TERRAIN_MOUNTAIN</TerrainType>
<Attack>25</Attack>
<DoubleMove>1</DoubleMove>
<IgnoreTerrainCostIn>1</IgnoreTerrainCostIn>
</Row>
<Row>
<PromotionType>PROMOTION_ALPINE</PromotionType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<Defense>10</Defense>
<DoubleMove>1</DoubleMove>
<IgnoreTerrainCostIn>1</IgnoreTerrainCostIn>
</Row>
<Row>
<PromotionType>PROMOTION_ROUGH_WALKER</PromotionType>
<TerrainType>TERRAIN_HILL</TerrainType>
<IgnoreTerrainCostFrom>1</IgnoreTerrainCostFrom>
</Row>
<Row>
<PromotionType>PROMOTION_ROUGH_WALKER</PromotionType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<IgnoreTerrainCostFrom>1</IgnoreTerrainCostFrom>
</Row>
</UnitPromotions_Terrains>

Specifically, the use case is the Snow tiles (that I want to stay hard to move through to represent how they were one of the last biomes to be explored)
 
/agree the ignoreFrom is the better option for any ignore abilities

that said, i'm inclined to wait til next round to consider significant recon promo tree reworks -- I think I wanna see the full package we're heading for all at once rather than piecemeal

I'd take a pathfinder/scout reset to 2 moves base this round, and maybe a soft cap on xp (though i'm not crazy about the caps either) -- hope to see this kind of proposal alongside other tree rebuilds next round
 
I'd take a pathfinder/scout reset to 2 moves base this round, and maybe a soft cap on xp (though i'm not crazy about the caps either) -- hope to see this kind of proposal alongside other tree rebuilds next round
That's going to make people content with the then status quo, and refuse to change further. At least now everyone hates the current state of recon.
 
That's going to make people content with the then status quo

I don't think we've collectively been content with recon in the entire history of VP... This would be a major achievement.

2-move early recon is the foundation of most theocrafted solutions afaik; they all go off in different directions from there. We get slow surv recon but oh well, most recon modmods will still be compatible in the interim til we get to the next full round of Congress
 
In a shocking rebellion that has left me scarred and deformed, the MAGI have unanimously voted this as too speculative.

Proposal Vetoed
 
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