Now that the Town Watchman line is a civilian unit is there a chance to remove the combat requisites for promotions on the policing line?
(add new special buildings like police academy)
The main reason the combat promotion requirements were added was that people built the police units in cities with a lot of military instructors so they started with a lot of policing promotions right away which was too strong.I also think that this two issues shoul be fixed
1 Remove vombat promotions requirements for special civilian promotions (policing, paramedic etc)
2 Remove XP from barracks for civilian units (add new special buildings like police academy)
The main reason the combat promotion requirements were added was that people built the police units in cities with a lot of military instructors so they started with a lot of policing promotions right away which was too strong.
So both of your suggestions need to be implemented at the same time and they also need to be prevented from getting the military instructor XP right away.
And, the Civilian units should still be able to take the Combat promotions, so I don't see what the issue is.
I only use the new canine promotions for my canines now.
Currently Health care units can't access the paramedic line of promotions. This seems a bit strange.
We could have other Great Specialists give XP to their professions. Doctors give XP to Health Care Units, Spies to diplomat and spy units and Statesmen to Lawyers and diplomats.
@DH
Because you mention about it I will add my 2
I think that specialist should give XP for their pomotion class (we have mod component for that)
1 scientist +XP for genetic, clone units (reperest better abilities to build that kind of units)
2 engineers +XP for mechanized units - represent better abilities to developing and construction of them
3 spy - XP for criminlal units
There is one simple reason why normal specialists should not give XP to units: It promotes tedious gameplay as the optimal strategy is to move as much population as you can to the respective specialist in the turn a unit finishes construction and back to their normal position afterwards.@DH
Because you mention about it I will add my 2
I think that specialist should give XP for their pomotion class (we have mod component for that)
1 scientist +XP for genetic, clone units (reperest better abilities to build that kind of units)
2 engineers +XP for mechanized units - represent better abilities to developing and construction of them
3 spy - XP for criminlal units
There is one simple reason why normal specialists should not give XP to units: It promotes tedious gameplay as the optimal strategy is to move as much population as you can to the respective specialist in the turn a unit finishes construction and back to their normal position afterwards.
So I think only settled great persons and buildings should give XP to units.
There is one simple reason why normal specialists should not give XP to units: It promotes tedious gameplay as the optimal strategy is to move as much population as you can to the respective specialist in the turn a unit finishes construction and back to their normal position afterwards.
So I think only settled great persons and buildings should give XP to units.
There is one simple reason why normal specialists should not give XP to units: It promotes tedious gameplay as the optimal strategy is to move as much population as you can to the respective specialist in the turn a unit finishes construction and back to their normal position afterwards.
So I think only settled great persons and buildings should give XP to units.
I was very struck in Astral's let's play (episode 11) that the tactic of build-archers-cos-they-are-cheap-then-immediately upgrade-to-archers is effective but cheesy.
IMO costs (or upgrade costs) need to change to make this less attractive unless you are really rolling in cash - i.e. - at least one of:
1) AtlAtls should be more expensive (probably)
2) Archers should be cheaper (doubtful)
3) Upgrade costs for units should be higher. This is defined by UNIT_UPGRADE_COST_PER_PRODUCTION which is currently 1. Making it 2 would be far too much, so if we want to tweak that we need to change it to 100ths or something
IMO this case is mostly (1), but maybe we should consider a little bit of (3) also...?