They are absolutely OP, that’s why people like them. It’s the great increase in power that makes them exciting to getThey are not OP? They are far better than those situational ones.
From what I understand, the only way the really good human players can win against current AI production is specifically because the human units are much higher level.The really good players could probably grind out the AI without any promotions.
On this patch AI armies really aren't that large.From what I understand, the only way the really good human players can win against current AI production is specifically because the human units are much higher level.
I like this a lot. You can build drawbacks into the tree, for example: You can't get Range without Spotting or something, which means an inherent -10/-20% damage (compared to current). Theming the lines would be a big win for me; I know the AI might struggle with this approach, but I think you could tune the payoffs to make them generally playable. They get extra promotions after all to smooth over this loss in optimization already.- We remove the concept of stem promotions => Promotions are accessible based on the level of the unit or a previous promotion of the same speciality
- We make promotions much more specialized, with more power, but also potential drawbacks, meaning true specialization based on the chosen promotions
Interesting, you could implement this by granting the "tier promotions" to units trained by the city/as a result of policy/other trigger, and make "tier promotions" unpickable by level up?- A unit cannot go beyond a certain level, based on the military buildings in the city in which the unit was created, policies / tenets etc => For example, a unit created in a city with no bonus whatsoever won't go beyond level 2 ; this means giving a military building to a city will allow units previously created in the city will also be able to access the new level
- Experience is won much more slowly (like 2 times slower), and military building don't give base experience anymore (everything is won in combat, at least for a large part of the game)
This would simply make authority unwinnable or unbearable grinding slog. To some extend, you win games with the same starting units you make to ward off barbarians.- A unit cannot go beyond a certain level, based on the military buildings in the city in which the unit was created, policies / tenets etc => For example, a unit created in a city with no bonus whatsoever won't go beyond level 2 ; this means giving a military building to a city will allow units previously created in the city to gain access to the new level afterwards
- Experience is won much more slowly (like 2 times slower), and military building don't give base experience anymore (everything is won in combat, at least for a large part of the game)
I mean, I play with unit supply severely limited, unit cost increased, and some promotions buffed to compensate, so in my case there wouldn't be a slog. I do find that the current carpet of doom playstyle that is visible starting the middle of the game is bound to be removed one day or another : it's just too grindy for most people, makes tactical decisions less important and creates wars decided mostly by economies instead of military might and tactical superiority.This would simply make authority unwinnable or unbearable grinding slog. To some extend, you win games with the same starting units you make to ward off barbarians.
This seems pretty realistic all and all....makes tactical decisions less important and creates wars decided mostly by economies instead of military might and tactical superiority....
As a warmonger i was initially wary of the changes proposed. There is so much downside to being a warmonger. At least my units are super strong compared to a turtle or peace loving civ. Makes sense from a role play standpoint as well. Surely a civ constantly at war would be much better at war then a civ that isnt. By giving peaceful civs buildings that boost their units out of the gate, for me, really takes away all my war monger grinding advantage.The overall design would indeed buff non-aggressive civs, but doing so by limiting the upper power peak of very high level units (thus weakening warmonger) while reducing the gamey xp grind, which is a good trade-off I'm willing to take, speaking from a warmonger perspective. Warmongers do enjoy fighting, but not the kind where you have to handle your units with utter care to make sure they're alive and can stack tons of promotions until late game, or keep them range attacking a small, abandoned city over 1000 years.
Also the power got redistributed and not simply reduced, as units will still get classified into specific roles based on what building/upgrade you're stacking in the same city, you just can't stack a few op combo anymore (and would make more logical sense that an army fighting for a long time in a certain war would get better fighting at that specific location/terrain than suddenly able to change their main duty from taking cities to medical assist)
There're also ways to keep warmonger's advantage through this design. For instance we can put some building/upgrades into militaristic policies to limit access to non-aggressive civs, or the building can give basic upgrade that leads to those uber upgrades, similar to Zulu's Ikanda (thus you still need to fight enough to get access to those upgrades).