Joey Diamond
Chieftain
- Joined
- Sep 26, 2016
- Messages
- 70
This is more or less suggestions to make Great Commander an actually reward unit that can bolster your army and helps turn the tide of battle instead of being a overglorified baby that needs some serious sitting before starting to be any of use. Also some buffs so AI can have fun with it even with their limited intelligence.
-Commanders resurrects at capital when killed. When it does, applied wounded promotion that chain them in place with a very low chance of wear off each turn. Because AIs are really terrible with keeping their commander from dying and normally, military figurehead aren't supposed to be busy dying in the frontline anyway, they would just retreat and regroup(or gets eaten by Calabim lord).
-Commanders gains XP from any attacks in the same tile of his, not just from units under his command. Because the XP gain rate from their minions is just painfully abysmal and it's logical from having commander become more experienced just by observing battles. Not sure if this can be done from coding perspective but if it can't, just give commanders trickle XP like heroes but stop at 50 points.
-All units under Commander gain either 1 strength OR +20% strength AND +1XP per combat from the get-go, no promotion needed. I think there's a lot difference between having an unorganized mob and having a coherent and competent military structure. I also disliked that the commander doesn't have any immediate useful ability and most of them got locked behind a broken XP system.
-Combining Command Limit and Command Range into one promotion lines. This is pure overcomplicate and pointless. Command Limit was always good because having more units under command means more XP for the commander. But then there are much more useful promos that directly affects your army and combining with commander's slow XP rate naturally leaves Command Range untouched. I'd say just merge them and call it Authority I II III or something.
-Free specialized commander promotions immediately selectable once you have the appropriate tech (can only choose one per commander):
---Melee Commander, available by default. Having a hardened veteran corp as his personal guards, the commander gain +4 attack strength on top of their usual 5 defensive strength and gives +15% strength to melee minions. No longer have access to Commander Defence line (+2 DEF STR per lvl). Instead, melee specialized commander gain access to Commander Close Combat line, grants +2 combat strength per level. This is purely for Users and AIs with a more hands-on approach to combats. I think it would nice to have more variety in playstyles.
---Cavalry Commander, available with Horseback Riding. Gives Commander a shiny new horse to rides, gain +2 movement. Gives +10% withdraw chance and +15% strength to cavalry minions. that movement buff so we could keep our commander up with the horses, this problem is especially glaring when you playing as Hippus. All your units and core strategy revolves around cavalries so the commander got totally left out, not to mentioned Hippus commander art is actually riding a horse yet didn't count as one.
---Archer Commander, available with Archery. Given command of a personal elite archer corp, the commander can perform ranged attack with 4 ranged strength and 50% ranged limit. Gives +1 ranged strength, +10% ranged limit and +20% defensive strength to archer minions.
---Ranger Commander, available with Hunting. Commander gain +1 movement, ignore terrain cost, +1 visibility range, +1 perception, Remove access to any siege related promotions. Give +10% strength, +15% forest strength and +15% strength against animals and beasts to recon minions. Just like cavalry commander, all those movement buffs so it won't fall behind too much.
---Garrison Commander, available with Warfare. Commander gain +50% defensive strength, double fortification bonus (like Defensive promotion), a new ability called Defensive Rally which is just a Nature I's Tree Top Defense but requires either a fort or a city instead of trees. Gives 30% defensive strength, double fortification bonus and suffer 20% less collateral damage to melee and archer minions.
---Siege Commander, available with both Warfare and Construction. Commander gain a new ability called Breach Order which buff units in the same tile with +20% city attack strength but gives Fatigue debuff(-10% strength) afterward. Gives 20% city attack strength to all minions. gives +20% collateral damage, +10% city bombard damage to siege and naval minions.
---Mystic Commander, available with Knowledge Of The Ether. Gives 0.50 enhance natural XP gain rate, +20% strength, +20% spell resist, +10% spell damage to arcane minions.
---Pious Commander, available by having any state religions. Gives 0.50 enhance natural XP gain rate, +20% strength, +15% chance to convert defeated living units to disciple minions.
Maybe having these and remove all arbitrary promotion lines except Battle Commander, Field Commander, Field Medic and Field Survey because they are either very underwhelming, locked behind a promotion we didn't need and being some novelty promotions to dump a level on.
Anyway, here's my random thought on reworking commander system and sorry for the wall of text.
-Commanders resurrects at capital when killed. When it does, applied wounded promotion that chain them in place with a very low chance of wear off each turn. Because AIs are really terrible with keeping their commander from dying and normally, military figurehead aren't supposed to be busy dying in the frontline anyway, they would just retreat and regroup(or gets eaten by Calabim lord).
-Commanders gains XP from any attacks in the same tile of his, not just from units under his command. Because the XP gain rate from their minions is just painfully abysmal and it's logical from having commander become more experienced just by observing battles. Not sure if this can be done from coding perspective but if it can't, just give commanders trickle XP like heroes but stop at 50 points.
-All units under Commander gain either 1 strength OR +20% strength AND +1XP per combat from the get-go, no promotion needed. I think there's a lot difference between having an unorganized mob and having a coherent and competent military structure. I also disliked that the commander doesn't have any immediate useful ability and most of them got locked behind a broken XP system.
-Combining Command Limit and Command Range into one promotion lines. This is pure overcomplicate and pointless. Command Limit was always good because having more units under command means more XP for the commander. But then there are much more useful promos that directly affects your army and combining with commander's slow XP rate naturally leaves Command Range untouched. I'd say just merge them and call it Authority I II III or something.
-Free specialized commander promotions immediately selectable once you have the appropriate tech (can only choose one per commander):
---Melee Commander, available by default. Having a hardened veteran corp as his personal guards, the commander gain +4 attack strength on top of their usual 5 defensive strength and gives +15% strength to melee minions. No longer have access to Commander Defence line (+2 DEF STR per lvl). Instead, melee specialized commander gain access to Commander Close Combat line, grants +2 combat strength per level. This is purely for Users and AIs with a more hands-on approach to combats. I think it would nice to have more variety in playstyles.
---Cavalry Commander, available with Horseback Riding. Gives Commander a shiny new horse to rides, gain +2 movement. Gives +10% withdraw chance and +15% strength to cavalry minions. that movement buff so we could keep our commander up with the horses, this problem is especially glaring when you playing as Hippus. All your units and core strategy revolves around cavalries so the commander got totally left out, not to mentioned Hippus commander art is actually riding a horse yet didn't count as one.
---Archer Commander, available with Archery. Given command of a personal elite archer corp, the commander can perform ranged attack with 4 ranged strength and 50% ranged limit. Gives +1 ranged strength, +10% ranged limit and +20% defensive strength to archer minions.
---Ranger Commander, available with Hunting. Commander gain +1 movement, ignore terrain cost, +1 visibility range, +1 perception, Remove access to any siege related promotions. Give +10% strength, +15% forest strength and +15% strength against animals and beasts to recon minions. Just like cavalry commander, all those movement buffs so it won't fall behind too much.
---Garrison Commander, available with Warfare. Commander gain +50% defensive strength, double fortification bonus (like Defensive promotion), a new ability called Defensive Rally which is just a Nature I's Tree Top Defense but requires either a fort or a city instead of trees. Gives 30% defensive strength, double fortification bonus and suffer 20% less collateral damage to melee and archer minions.
---Siege Commander, available with both Warfare and Construction. Commander gain a new ability called Breach Order which buff units in the same tile with +20% city attack strength but gives Fatigue debuff(-10% strength) afterward. Gives 20% city attack strength to all minions. gives +20% collateral damage, +10% city bombard damage to siege and naval minions.
---Mystic Commander, available with Knowledge Of The Ether. Gives 0.50 enhance natural XP gain rate, +20% strength, +20% spell resist, +10% spell damage to arcane minions.
---Pious Commander, available by having any state religions. Gives 0.50 enhance natural XP gain rate, +20% strength, +15% chance to convert defeated living units to disciple minions.
Maybe having these and remove all arbitrary promotion lines except Battle Commander, Field Commander, Field Medic and Field Survey because they are either very underwhelming, locked behind a promotion we didn't need and being some novelty promotions to dump a level on.
Anyway, here's my random thought on reworking commander system and sorry for the wall of text.