awesome
Meme Lord
Why does the Impact Chariot replace a Swordsman? It doesn't make any sense
Yeah, a melee chariot makes more sense replacing a chariot. Like the reverse of the ranged knights.
Why does the Impact Chariot replace a Swordsman? It doesn't make any sense
One of the unsung improvements of BNW is that iron now reveals before Iron Working. And none should prove happier about this than the Hittites. Here's the post-PNW edition:
HITTITIES
Leader: Hattusili III or Suppiluliuma.
Capital: Hattusha.
Unique Ability: Iron Primacy. Begin the game with Bronze Working technology. After researching Iron Working, every non-occupied city provides 1 iron gains a free forge.
Unique Building: Feral Gate. Replaces Monument. As monument. Also, nearby city-states are more likely to be afraid and offer 50% more tribute.
Unique Unit: Impact Chariot. Requires Iron Working, replaces Swordsman. Requires 1 iron.
Cost: 75
Strength: 14
Moves: 3![]()
The impact chariot can move after attacking, and if it kills an enemy unit, it can attack again with +10%combat strength. Like other chariots, it suffers a movement penalty when entering rough terrain and does not receive defensive terrain bonuses.
I know this is from a while back, but I realized something about your Chola UA; it's a little too similar to Carthage. Carthage gives all cities +%50 naval trade route range automatically, since all of their coastal cities have free harbors. Sorry I realized this late, but I played Carthage for the first time today and it hit me. As for the Mughal civ, the UA is a little underpowered. Realistically, you will only have 3 or 4 religions in a city maximum, and while 4 extra happiness per city is good, it's a little on the weak side as the main centerpiece for your UA. The second part of the ability is good though. You should also give the UU a little something more. The UB is good though. The problem I have with the civ though is that you said you want it to be tall, but the way it looks is that it will be a wide, conquest-oriented empire with some religious benefits. It looks good that way, but if you want it to be tall, make it a little less militaristic. It's generally fine as it is, but if you want it to be a tall civ, then you should change it.
This is good. I was thinking of a Mughal civ myself, and this hews close to it. Indeed, much of what went into my Khmer idea was considered for them as well. They are too are builders extraordinaire. Certainly their cannons were definitive and worthy of status as UU's.Final civ to break up India (Chola, Mauryan, Mughal)
The Mughals
Leader: Abu Akbar
Capital: Agra / Lahore / Delhi (Agra is the best choice, but the other two would also work)
UA: The Din-i-ilahi Court - The great person points produced by wonders are doubled. For every religion in a city that city receives +1 local(doubled in Capital).
Spoiler :(wiki)The Dīn-i Ilāhī was a syncretic religion propounded by the Mughal emperor Akbar the Great in 1582 AD, intending to merge the best elements of the religions of his empire, and thereby reconcile the differences that divided his subjects.[2] The elements were primarily drawn from Islam and Hinduism, but some others were also taken from Christianity, Jainism and Zoroastrianism. (/wiki)
UU: Jaivana Cannon - Same as cannon but begins with Siege Promotion.
Since the Ottomans didn't get any acknowledgment for their massive siege engines in the current game, I would like to give the designation to the Mughals in my idea as sort of a runner up. The unit would act just like any cannon unit but will begin with the Siege Promotion (bonus vs cities and fortified units).
Spoiler :(wiki)The Jaivana was manufactured during the reign of Maharaja Sawai Jai Singh II (16991743) at a foundry in Jaigarh. The barrel is 20.19 foot (6.15 m) in length and weighs 50 tonnes. It has a diameter of 11 inches (280 mm). The barrel has decorations carved on it which depict trees, an elephant scroll and a pair of birds (ducks). It is mounted on wheels and has the mechanism of two back wheels mounted on roller pin bearings, to turn it 360° and fire in any direction. A tin shed was built to protect the cannon against weather. The cannon had a range of 22 miles and used 50 kilograms (110 lb) balls.(/wiki)Spoiler :![]()
UB: Sandstone Fort - Replaces Castle. 7; +25 HP. +25% production of ranged/seige units. +2 tourism after flight.
Just a replacement of the Mughal Fort in game. I got rid of the culture bonus and replaced it with a ranged unit production bonus. It fits since cannon forges were known to be housed within forts.
For a long time it was free Mining. I changed it in the post-BNW revision so that they'd conveniently spot iron from turn 1. I'll probably switch it back.UA. Why not just give them Mining instead of Bronze Working? Or just reveal Iron at mining/beginning of the game?
UB: Interesting idea. How near is near? 10? 20 hexes away?
other ideas: You could introduce a forge UB that can be built earlier (Iron Working; Bronze Working would be too early...but you never know) if you want to emphasize their early iron innovations. A UI that can only be built on/near Iron (Copper too?) would also be interesting.
UU: Why remove the the swordsman with a unit that is penalized the same way as a chariot? Just replace the chariot.
For a long time it was free Mining. I changed it in the post-BNW revision so that they'd conveniently spot iron from turn 1. I'll probably switch it back.
As for the Feral Gates, thanks for the compliment. It was either going to be that, or it would slap a big penalty on barbarians coming within 3 tiles of the city. As for how near, probably around 8 tiles (i.e. the operational distance for aircraft), or maybe 10 (the range for religious pressure). I think +50% is probably too much for a tribute, so probably will knock it down to +33%.
I considered adding a bloomery UB as a barracks replacement that gave a little production boost. Opinions?
As for the Impact Chariot, and went back and forth on that. I obviously wanted to keep up the iron theme and wanted the UU to use iron as its resource, and it didn't seem to make sense to have two iron-based melee units, especially if the unique one isn't even on the iron branch of the tech tree, but rather stuck up in the horse branch. Since the Hittites didn't actually have swordsmen (they used spears, even the guys in the chariot), just to swapping them out seemed to work fine. Not sure what you mean about being penalized the same way as a chariot. Since it's not a horse unit, it's not penalized again spearmen.
Well, if the bloomery comes at bronze working, it could be a barracks replacement.I think a range of ten is fine for the Feral Gate. Anything beyond that is OP, anything under it is UP.
I have seen Bloomery ideas a lot for the Hitties. A production boost would be nice, but what sort? Here are some ideas to play around with:
Barracks replacements:
+25% production of melee units
+25% production of units that require strategic resources
Melee units receive new promotion (something along the lines of 'iron blah blah')
Forge replacements:
Can be built after discovering Bronze working.
Additional hammers on Copper (and other resources)
The awkwardness is due not to this particular design, but to iron working's placement on the tech tree, which seems to contend that the ancient world didn't have iron (and that steel didn't come around until the middle ages, and that cities built near jungles got way more use out of universities than the rest of us, etc).As for the swordsman replacement, you gave the unit the inherent penalties of a chariot...the movement through difficult terrain penalty and not having a defensive bonus. It is stronger than a horseman but isn't as mobile (difficult terrain penalty and one less movement). It also just feels awkward having an ancient civ with a classical era UU. I think you should just replace the chariot archer and keep everything else the same about it (maybe 4 movement though).
Yes, the Huns represent a huge series of bunts on the part of the devs. So, among other pecuiarities, you have a horse-focused civ that doesn't need its horses for its UU. When that happens, you can opt to fall into one of two schools of thought:Also keep in mind that even though the huns have a horse theme, their horse unit doesn't require horses.
Well, if the bloomery comes at bronze working, it could be a barracks replacement.
+15% XP
+2 hammers
Provides 1 iron
However, I suppose if we give out extra iron through the UA or a bloomery UB, then having a unit that uses iron and comes in the ancient era before swordsmen would then actually be attractive.
Like I posted earlier, the Mughals are certainly a great candidate for a wonder focus. How about something that focuses on their extravagance, like the ability to buy great persons? At least a couple of types, like engineers and artists?Mughals
Leader: Abu Akbar
Capital: Agra / Lahore / Delhi (Agra is the best choice, but the other two would also work)
UA: The Din-i-ilahi Court - The great person points produced by wonders are doubled (tripled after the discovery of Architecture). For every religion in a city that city receives +1 local![]()
UU: Jaivana Cannon - Same as cannon but begins with Siege Promotion.
UB: Sandstone Fort - Replaces Castle. 7; +25 HP. +25% production of ranged/seige units. +2 tourism after flight.
Goal of civ: A civ given the incentive to produce wonders to take advantage of the additional great person points and the ability to expand in the late medieval/early renaissance due to its UU and UB.
I'm not in love with it, but you really think one auto-built unit is OP? Well, how about this:That's a little too good. I think your original idea had a better theme. Receiving free units is good, but if you made for every military unit, then it's a little OP, especially if you can get two free units then it really is OP. It would be less OP if it applied to a certain type of unit, like melee units, or if it was limited to a certain part of the game, like the ancient-medieval eras.
Your reasoning is rock-solid. It was a good idea to limit the free unit.I like Pioneers of Warfare, the best. My reasoning is that now that you've limited what free units you can get and that you can't two for one tech, then it's more balanced. The reason I thought it was a little OP was because while it doesn't exactly encourage your cities to be unproductive, I thought it gave too many units to just be a supplement. So, you could theoretically have really high science and never build a military, because if you're one or two free units every other tech then that stacks up to a large number. So, now that it's limited to resource-based units, it makes more sense with the theme of Hittite iron-working (though other resources are included) and you're limited to one unit, so now the UA truly is a supplement to your playstyle, rather than just a new way to have a lot of units without producing any. I like it more than Iron Overlords just because I really do like that theme of associating the Hittites with strategic resources and the military, and while Iron Overlords sort of does that, I think Pioneers of Warfare does it better.