Gold for attacking cities still overlaps with Songhai's kit tho... Changing what Viking/Longship promotions do would help with the civ's themeing.
Songhai is rewarded for taking the city, Vikings for hitting it. Subtle but important distinction.
Gold for attacking cities still overlaps with Songhai's kit tho... Changing what Viking/Longship promotions do would help with the civ's themeing.
In my opinion, I think that it's less that "nobody wants gold", and more that the faction wants the majority of resources to come from pillaging as the initial rework encouraged, not attacking cities. A UA-based conceptually simple boost to the amount of global yields pillaged from a tile does this if it replaced gold on city attack. This is roughly equivalent to the earlier suggestion of "only the closest city with a Runestone gets the yield", just baked into the UA instead of the the UB."Nobody wants gold." "Unnecessary gold." Ok. Gold is extremely useful. Lots of Gold is lots of extremely useful.
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Distinct, but not altogether distinct enough, in my opinion. These 2 promotions are the only aspect of the civ's kit which provides a city attack bonus, which makes them at odds with other aspects emphasizing pillaging, troop movement, and skirting the cities.Songhai is rewarded for taking the city, Vikings for hitting it. Subtle but important distinction.
In my opinion, I think that it's less that "nobody wants gold", and more that the faction wants the majority of resources to come from pillaging as the initial rework encouraged, not attacking cities. A UA-based conceptually simple boost to the amount of global yields pillaged from a tile does this if it replaced gold on city attack. This is roughly equivalent to the earlier suggestion of "only the closest city with a Runestone gets the yield", just baked into the UA instead of the the UB.
Incidentally, do Danish landschneckts get double gold on attack, or do the promotions overlap?
Distinct, but not altogether distinct enough, in my opinion. These 2 promotions are the only aspect of the civ's kit which provides a city attack bonus, which makes them at odds with other aspects emphasizing pillaging, troop movement, and skirting the cities.
The bonuses being ferreted away on promotion descriptions makes them slightly obtuse, and even more at odds with the rest of the civ. Considering the wide selection of alternatives available, by virtue of them being promotion tables, what these promotions could contain is also very flexible.
I don't understand your reticence concerning a change to these promotions in particular; can you explain why you feel Denmark deserves a city attack bonus?
...I thought you said Denmark was OP before? This is similar to the old Denmark; less tiles to pillage but 3x more yields from each tile means that Denmark will be more or less OP. Production as a bonus yield like this will be really powerful.Oh, duh, I haven't updated the january patch preview yet. Y'all aren't discussing the latest Runestone as of my most recent changes from mid-week:
Runestone: switched Gold back to Production on land pillage, both bumped to 15, scaling
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...I thought you said Denmark was OP before? This is similar to the old Denmark; less tiles to pillage but 3x more yields from each tile means that Denmark will be more or less OP. Production as a bonus yield like this will be really powerful.
I still don't understand why we don't just go back to the "5/
scaling from major civ pillaged tiles" version. This cut out two issues:
-City-State abuse
-Production being too valuable a tool for wonders/units/projects etc.
I personally agree with others and don't like thefrom city attack either, it's actually quite powerful and I think Denmark is powerful enough without it. The fact that it's available on every single melee unit means that it can be abused by things like early Survivalism III Pathfinders/Scouts too.
So, you say, denmark is op. And as a result, you buff the "op" denmark and instead giving them 10 gold, they get 15 production, which is worth 30 gold, if you translate it to building rush. And I think you do this, cause you want to get away from this huge amounts of gold. But then I ask me, why you didnt simply remove the gold for city attack ability, which seems nobody really wants (Atleast I didnt see anybody who is asking to stay with it). Its one of the most easy abusable ability in early game, even with a cap, its pushing you fast into the direction to snowball. But still you want to hold it?The bonus is split, culture at sea and production on land, so it’s not the same as it was before.
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So, you say, denmark is op. And as a result, you buff the "op" denmark and instead giving them 10 gold, they get 15 production, which is worth 30 gold, if you translate it to building rush. And I think you do this, cause you want to get away from this huge amounts of gold. But then I ask me, why you didnt simply remove the gold for city attack ability, which seems nobody really wants (Atleast I didnt see anybody who is asking to stay with it). Its one of the most easy abusable ability in early game, even with a cap, its pushing you fast into the direction to snowball. But still you want to hold it?
I also ask me, why only gold/production/culture is considered. Whats with food? Something like 2/
/
/
for every pillaged ressource tile. Or 2
/
/
for every tile? Or 2
/
+1
/
. Iam sure those vikings also plundered food, to cover their journey....
UA:Because simplicity is king when it comes to war-related abilities, and I don't want there to be 500 popups every time you pillage a tile.
Y'all are seriously overthinking all of this.
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Why though? I mean, if getting a ton ofThe bonus is split, culture at sea and production on land, so it’s not the same as it was before.
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Pentagon doesn't give more than one notification no matter how many times you pillage in a turn. Or is that different because it's a wonder conferring the ability?Because simplicity is king when it comes to war-related abilities, and I don't want there to be 500 popups every time you pillage a tile.
Y'all are seriously overthinking all of this.
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Yeah, I’m a bit confused about switching back to 15on pillage. That’s just a step backwards. The production broke things harder than the culture, because players could use it to rush wonders or rig WC projects
UA:
-Disembarked units are faster and can embark easy
-Melee sea units get longboat promotion
-Melee land units viking promotion
Longboat promotion gives:
- no movement point costs for pillaging
- 25% strengh on pillaged tiles
- 200% gold for city damage
- ignores zone of control
- take 20% less damage from city
Viking promotion gives:
- no movement point costs for pillaging
- 25% strengh on pillaged tiles
- 200% gold for city damage
- take 20% less damage from city
And this alone is the UA. And you like "simplicity"?
Edit: I recently started a game with denmark, got a ruin which upgraded my pathfinder to scout and I was able to attack 4 times a CS an gained 4 times 48 gold. Its already more Carthago gain by founding a city. After 5 turns of regeneration, I was able to repeat that....
Cause of overview or cause of performance issues? I never had a problem with it. Its not like Iam pillaging more than 10 tiles per turn ever. In most cases, I dont look at those notifications, and if I do that, I do it on beginning of turn, I dont care if there are additional popups, cause I know whats in there.Cool list, but none of those things have to do with popups. Notification spam is a major concern of mine.
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I mean, it's still a step backwards imo. I thought that recieving large bursts ofI need to double-check, I don't think it's actually at 15, rather 10. Not sure why I said 15 to begin with...
Edit: it is at 10/10, I think I was tired and confused myself with 'at 10' being '+10 = 15' Shh...
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...I believe even if you add more yields the amount of notifications will stay the same, because it's all condensed in one notification, no? To clarify, I don't agree with the idea that we should addCool list, but none of those things have to do with popups. Notification spam is a major concern of mine.
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I'd like to come back to this concept.Songhai is rewarded for taking the city, Vikings for hitting it. Subtle but important distinction.