Hello everyone,
In the continuation of my first "Military Gameplay" thread, I also wanted discuss around another idea : replacing the current promotion trees with what I call "specialization", but would just be promotions providing a sum of bonuses and maluses to the unit and would be incompatible with other specializations.
Why do I propose all of this, you ask ? Well, there are several reasons :
- first, I do find that what I want for my units is a way for them to acquire some identity, and I think that the current "patchwork" system fail to deliver on that front
- second, I think the current system favors the human player too much, because it has such a high power ceiling that the AI, which isn't as good at preserving its own units, is constantly on the backfoot (this problem will surely be increased even further by the future rework of the supply system)
- finally, I do think it takes too much time for the units to acquire that "elite specialist" feeling you gain when you manage to gather the good amount of promotions for them to become reliable in a certain role
Thus, here is the system I propose.
Less levels, more impact
Each level would require double the experience. As in current VP, every unit starts at level 1
At level 2, the unit would gain the "Baptism by Fire" promotion, which grants +20% CS and RCS.
At level 3, depending on the unit line, four "basic" specializations would be made available to the unit. Selecting one of them would lock out the other ones. Each specialization would provide task-specific bonuses, but also some maluses.
At level 4, four new "advanced" specializations would be made available (see below). These specializations would be chosen freely of the choices for "basic" ones, but once against only one can be chosen.
At level 5, the unit would gain a final "Veterans" promotion, which grants +10 max HP and +5 HP when healing.
There would be no further levels. Furthermore, healing from promotions would be removed.
Examples of "basic" and "advanced" specializations for the Foot Melee unitline (Spearman / Swordsman / Tercio etc)
Basic Specializations :
- Guardians : +20 % CS when defending ; Suffers 3 less damages from all sources ; -10% CS when attacking
- Assailants : Heals 15 HP when killing an enemy unit in combat ; +10% CS bonus from flanking ; -10 max HP
- Besiegers : Heals 10 more HP when pillaging ; +30% CS when attacking Cities ; -5 HP when healing in owned territory
- Formation : +20 max HP ; +25% CS against Mounted and Armor Units ; -10% CS when defending against ranged attacks
Advanced Specializations :
- Rangers : +1 Movement ; Suffers no movement penalty from forest, jungle and hill tiles ; +25% CS when fighting in Rough terrain ; -10% CS when fighting in Open terrain
- Marines : Suffers no combat penalty when attacking over a River or from an Embarkation ; +50% CS when defending while embarked ; +10 HP when healing
- Grenadiers : Inflicts 10 damages per turn to adjacent enemy Units ; +30% CS when attacking fortified Units ; -10% CS when defending
- Infiltrators : +15% CS when attacking ; Can attack two times per turn and ignore ZOC ; -10% CS when attacking Units with more than 50% HP
Thus, a high level Swordsman can get the "Guardians" and "Grenadiers" promotions for a very versatile and resilient result, or specialize with the Besiegers and Infiltrators promotion for high anti-city potential. It can also find some middle-ground.
Furthermore, nothing forbids some advanced specialization to be added by specific wonders, policies or technologies. Of course, all of this would also require some rework for the experience-providing elements of the game.
Anyway, thanks for reading, and have a good day.
In the continuation of my first "Military Gameplay" thread, I also wanted discuss around another idea : replacing the current promotion trees with what I call "specialization", but would just be promotions providing a sum of bonuses and maluses to the unit and would be incompatible with other specializations.
Why do I propose all of this, you ask ? Well, there are several reasons :
- first, I do find that what I want for my units is a way for them to acquire some identity, and I think that the current "patchwork" system fail to deliver on that front
- second, I think the current system favors the human player too much, because it has such a high power ceiling that the AI, which isn't as good at preserving its own units, is constantly on the backfoot (this problem will surely be increased even further by the future rework of the supply system)
- finally, I do think it takes too much time for the units to acquire that "elite specialist" feeling you gain when you manage to gather the good amount of promotions for them to become reliable in a certain role
Thus, here is the system I propose.
Less levels, more impact
Each level would require double the experience. As in current VP, every unit starts at level 1
At level 2, the unit would gain the "Baptism by Fire" promotion, which grants +20% CS and RCS.
At level 3, depending on the unit line, four "basic" specializations would be made available to the unit. Selecting one of them would lock out the other ones. Each specialization would provide task-specific bonuses, but also some maluses.
At level 4, four new "advanced" specializations would be made available (see below). These specializations would be chosen freely of the choices for "basic" ones, but once against only one can be chosen.
At level 5, the unit would gain a final "Veterans" promotion, which grants +10 max HP and +5 HP when healing.
There would be no further levels. Furthermore, healing from promotions would be removed.
Examples of "basic" and "advanced" specializations for the Foot Melee unitline (Spearman / Swordsman / Tercio etc)
Basic Specializations :
- Guardians : +20 % CS when defending ; Suffers 3 less damages from all sources ; -10% CS when attacking
- Assailants : Heals 15 HP when killing an enemy unit in combat ; +10% CS bonus from flanking ; -10 max HP
- Besiegers : Heals 10 more HP when pillaging ; +30% CS when attacking Cities ; -5 HP when healing in owned territory
- Formation : +20 max HP ; +25% CS against Mounted and Armor Units ; -10% CS when defending against ranged attacks
Advanced Specializations :
- Rangers : +1 Movement ; Suffers no movement penalty from forest, jungle and hill tiles ; +25% CS when fighting in Rough terrain ; -10% CS when fighting in Open terrain
- Marines : Suffers no combat penalty when attacking over a River or from an Embarkation ; +50% CS when defending while embarked ; +10 HP when healing
- Grenadiers : Inflicts 10 damages per turn to adjacent enemy Units ; +30% CS when attacking fortified Units ; -10% CS when defending
- Infiltrators : +15% CS when attacking ; Can attack two times per turn and ignore ZOC ; -10% CS when attacking Units with more than 50% HP
Thus, a high level Swordsman can get the "Guardians" and "Grenadiers" promotions for a very versatile and resilient result, or specialize with the Besiegers and Infiltrators promotion for high anti-city potential. It can also find some middle-ground.
Furthermore, nothing forbids some advanced specialization to be added by specific wonders, policies or technologies. Of course, all of this would also require some rework for the experience-providing elements of the game.
Anyway, thanks for reading, and have a good day.
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