C2C: Promotions

@hydro

Please note that some promotions like Elephants alley are formations (orange background in pae)
Formations are temporary promotions you can use them in one turn and change in another.

I considered them more as missions than promotions except that the mission shows as a promotion. So you can have the unit have the "Flee" mission which allows them to run away by moving faster but at a lesser strength. I would have tried to automate the Flee one to have the unit run to the nearest friendly city or defensive point and then heal but it is not easy to code. I used the Fort Garrison one quite a lot. Unfortunately there is not a "select all units that don't gave a mission" button.
 
So looking though PAEV today there were some interesting promotions that we do not currently have.

Allegiance
Unit doesn't defect to enemies.

Trained -> Battle Wise -> Seasoned -> Veteran -> Elite -> Legendary -> Hero
Each give a bunch of stats but more so this seemed to be some sort of tier upgrade system. Similar to the Combat promotions. The icons were also Hero Green. From what it looks like is if a unit promotes enough along the path they can unlock warlord promotions and basically become their own hero.

Elephants Alley
A special promotion that gives +25% vs Elephants but -25% for City Attack and -25% City Defense. I am guessing some sort of event or something to give this since it seems to not be normally obtained.

There are a lot more of they specialized promotions. See the mod for them.

Furor I-III
This seems to give a boost to stregth and 1 strike but also increase the chance the unit suicides itself.

Jungle Fighter I-V
Similar to Woodsman but specializes in Jungle Attack and Defense.

Overrun I-III
A Mounted unit promotion made to be better vs Melee Units. Sounds kinda cool.

Parrying Axes/Spears?Swords I-III
Promotions to specialize in countering specific groups. I could see this being useful as a general concept. Such as a Unit specializing in Countering specific weapons. Sort of like D&D weapons focus feat. Or a Ranger's favored enemy.

Many of these strongly overlap with plans ahead. The Trained-> line sounds much like Size Matters Combat Quality upgrade promos. Overrun is an ability that will be put into play soon that directly counters fortified combat and other bonuses. Though the same concept could simply be expressed as Run Down or Trample or something I have such a concept in the works for Size Matters to take advantage of size differences which is much what this represents. Parrying is an equipment development planned already.

Now, that said, if promotions like these were set to turn off when such combat mod options were ON and replacing them with other types of representations of these effects then it would make sense to be able to have both. Two ways to represent parry could make sense from a mod design point of view.
 
Shouldn't hero be before legend.
Although it should be pie's concern :D
 
Parrying Axes/Spears?Swords I-III
Promotions to specialize in countering specific groups. I could see this being useful as a general concept. Such as a Unit specializing in Countering specific weapons. Sort of like D&D weapons focus feat. Or a Ranger's favored enemy.
or a Fire Emblem-like : only axe can have parryng spear, only spear wan have parrying sword, only sword can have parrying axe.

Favored Ennemy is more like all the "Anti-melee" "Anti-Mounted" promotions.
 
Would anyone associated with promotions and their increasing numbers please reconsider the number of Promos in the game now? It's a bewildering array with too much overlapp from too mant choices. It's, impo, oversaturated to the point of it's taking too much gameplay time to promote a unit. And is sucking the fun out of promoting a unit. So after awhile I just stick with a set of promotions and have given up on the mix and match of a thousand combinations. And it's harder to tell what you are really getting from these combos.

It's just too much and is detracting from the Mods appeal.

JosEPh
 
I don't know I kinda like the variety of promotions you can get now. You can really build your unit to specify in different areas.

That was available before 1/2 of these promos now in the game came into being.

It really is too much and needs reduced by 1/3 to 1/2 the # of promos now in this mod.

You can still have diversification but don't have to deal with obfuscation and consternation which are both Fun killers.

If your users stop using what you are making maybe you should consider that your players are giving you the straight lowdown. Therefore revise your defensive thinking and bring the Fun/playability back, even if it means you have to lay aside an idea you like.

Promo pendulum has swung too far.

JosEPh
 
That was available before 1/2 of these promos now in the game came into being.

It really is too much and needs reduced by 1/3 to 1/2 the # of promos now in this mod.

You can still have diversification but don't have to deal with obfuscation and consternation which are both Fun killers.

If your users stop using what you are making maybe you should consider that your players are giving you the straight lowdown. Therefore revise your defensive thinking and bring the Fun/playability back, even if it means you have to lay aside an idea you like.

Promo pendulum has swung too far.

JosEPh

You're not even playing with the extra combat options right? So what promos could you be talking about here? The ones with the violet background?

Most promos I feel are very basic and it's in our best interests to keep them that way.

You'll need to start zeroing in on examples of what you'd change. Just saying, cut the amount of them down isn't really productive. There's really still a number of places where we need more developed just to repair some balance gaps. I'm wondering what specific promotions are causing these feelings.
 
@T-Brd,
I had a nice long list made up but then my ISP went down and I lost it. :p And no I'm not using extra Combat Options. I'm not ready to play Squad Leader with C2C BtS. And I really don't want too either.

I use the Violet promotions, those I like for my Mounted units, but the Pawn symbol and down Curving Arrow and such are overlapping duplicates of the basic promos. Why do I need 3 different types of withdrawal? Or 1st strikes? We already had promos that gave 1st strikes or withdrawal. To repeat myself it gets tedious to "specialize" my units all the time.

And what DH said.

Tattoos and the Tattoo Building, when has a Tattoo made a fighting unit better?

I posted a link to Sid Meier's recent interview and his basic tenets for making a Fun replayable game. Perhaps you should read it, maybe Hydro too. It's in the Caveman to Cosmos thread.
EDIT: http://kotaku.com/the-father-of-civilization-584568276 Take a minute to read it.

JosEPh
 
Those violet one taken from RI probably should have higher Combat promotion levels since they are so much better than the standard blue promotions.

I think we should take these back to the RI implementation or at least closer to it. They are all special enhancements to normal promotions. You should make a decision that you want them and use a Great General or in some cases a Great Hunter to get them. They don't have to be national or great wonders I have shown how to make a building act like a national wonder elsewhere so you only build one of each type.
 
Those violet one taken from RI probably should have higher Combat promotion levels since they are so much better than the standard blue promotions.

I think we should take these back to the RI implementation or at least closer to it. They are all special enhancements to normal promotions. You should make a decision that you want them and use a Great General or in some cases a Great Hunter to get them. They don't have to be national or great wonders I have shown how to make a building act like a national wonder elsewhere so you only build one of each type.
Well... something should be done to make them a lot more limited I feel. They greatly imbalance the rest of the promotion scheme such that it makes it simply challenge the player to remember how to access them and ignore every other option since they are far more empowering than any other promos.

@T-Brd,
I had a nice long list made up but then my ISP went down and I lost it. :p And no I'm not using extra Combat Options. I'm not ready to play Squad Leader with C2C BtS. And I really don't want too either.

I use the Violet promotions, those I like for my Mounted units, but the Pawn symbol and down Curving Arrow and such are overlapping duplicates of the basic promos. Why do I need 3 different types of withdrawal? Or 1st strikes? We already had promos that gave 1st strikes or withdrawal. To repeat myself it gets tedious to "specialize" my units all the time.

And what DH said.

Tattoos and the Tattoo Building, when has a Tattoo made a fighting unit better?

I posted a link to Sid Meier's recent interview and his basic tenets for making a Fun replayable game. Perhaps you should read it, maybe Hydro too. It's in the Caveman to Cosmos thread.
EDIT: http://kotaku.com/the-father-of-civilization-584568276 Take a minute to read it.

JosEPh
The 'downcurving arrow' is a Minor Withdrawal promo. It allows units that can't normally develop any withdrawal the ability to develop some but at a very poor rate. I'm sure you've noticed that the Flanking promos grant much better withdrawal rates. Generally that promo is offered to footsoldiers while the improved withdrawal promotionline (flanking) is offered to mounted units that are already naturally faster.

The Pawn symbol (Sophistication) is an Anti-Barbarian line. It gives some small basic combat bonus to compensate units that take these promos with some generally improved combat ability since not all opponents are Barbs. It's mostly useful if you're having a lot of problems with barbarians or if your army is primarily assembled to take down barbarian cities.

As for Throwing... they're a totally different combat class to Archery. At least we HAVE a line of promotions against those - we still don't against Explorers so they can sometimes be very powerful simply by the default that you can't specialize units against them.
 
As for Throwing... they're a totally different combat class to Archery. At least we HAVE a line of promotions against those - we still don't against Explorers so they can sometimes be very powerful simply by the default that you can't specialize units against them.

So! They may be totally different combat classes but you counter both the same way, you hold your shield up, form a tortoise and so on.
 
Back
Top Bottom