Buddha2723
Warlord
Especially in the recent 43 civ test I did(huge continent map, marathon, immortal), pathfinders became a significant issue clogging up the map. Later, when my own awesome pathfinder had nothing left to do, he nearly became stranded and worthless before he made it home. I think there should be a limit on pathfinders(2-3), and a larger one on scouts. This would make explorers the first unlimited scout class unit, and limit the number of units traveling through neutral lands in early eras, eating up space, and making it impossible for the player to find ancient ruins(so far not more than one per exploring unit), and also for barbarians to form in 43 player games.
To prevent them from becoming worthless if stranded during exploring, scouting units should gain the great admiral's travel ability, this would let them return home if trapped, or travel quickly to a newly colonized continent, essentially booking passage for the small band of explorers on a fast trade ship(sloop), rather than waiting for lumbering troop ships(galleons).
In a previous marathon test, the pathfinder became a big issue specifically with Polynesia, and it's synergy with their ability to enter ocean. By midgame the pathfinder, now explorer, had 1,000+ experience, and was in danger of breaking the game, I think*. It certainly had anchored all my invasions with it's double medic promotion, and ability to heal after attacking. To correct this, I think pathfinder and maybe also scout should be restricted the way dromons are, unable to end turn in ocean. This will eliminate the huge advantage from circumnavigating, and meeting extra civs Polynesia currently has in early era starts. ***Polynesia should have to at least build a naval unit or pay to upgrade to a scout, to circumnavigate the globe, right now they essentially start with a caravel that gains free exp.
Consolidation from below, 12:04 PM central-
I'm probably leaving out some crucial information. At a time when contemporary units were composite bowman and swordsman, my original Polynesian pathfinder, now scout, was attacking swordsman from the flank as I invaded, because he had three triple promotions, and both medics, so if I could attack from neutral land, I would heal 30 points(10 from medic I+II, 10 from survivalism I+II).
I think I conquered three cities just because my Polynesian pathfinder had so much exp so early, and when I upgraded him to a scout, then explorer? Game over.
*(Thorough math explanation-My scout would attack and heal on the same turn, with survivalism III, he then got the 5 or 10 base heal points,(enemy/neutral), then added the 20 points mentioned above) The tactical advatage I had of moving to defensible terrain, attacking their strongest unit, then healing to 90+ was overwhelming.
*Of all the changes I've suggested, I think they could all be left out, except the ability of a stuck scout to return to friendly territory. You guys made the scout awesome, don't create the situation where your only chance of saving him is to declare war and sprint through enemy lines to get home. When has that ever happened in history with a small band of scouts? ** "We've finally reached the edge of our great continent! But France just bought the tile behind us, so now it is time for seppuku." (This should cost you 5 turns of travel back to the capital, not deleting a 100 exp scout, or declaring war on France and his knights)
*Another reason I think you should limit the number of early scout units is for the AI, it will make them stronger because I feel scouts have a diminishing return value for the AI, if they stop at say three paths, and 4 or 5 scouts, then more of their production would go to military units and structures, a better ROI for them than a sixth scout.
To prevent them from becoming worthless if stranded during exploring, scouting units should gain the great admiral's travel ability, this would let them return home if trapped, or travel quickly to a newly colonized continent, essentially booking passage for the small band of explorers on a fast trade ship(sloop), rather than waiting for lumbering troop ships(galleons).
In a previous marathon test, the pathfinder became a big issue specifically with Polynesia, and it's synergy with their ability to enter ocean. By midgame the pathfinder, now explorer, had 1,000+ experience, and was in danger of breaking the game, I think*. It certainly had anchored all my invasions with it's double medic promotion, and ability to heal after attacking. To correct this, I think pathfinder and maybe also scout should be restricted the way dromons are, unable to end turn in ocean. This will eliminate the huge advantage from circumnavigating, and meeting extra civs Polynesia currently has in early era starts. ***Polynesia should have to at least build a naval unit or pay to upgrade to a scout, to circumnavigate the globe, right now they essentially start with a caravel that gains free exp.
Consolidation from below, 12:04 PM central-
I'm probably leaving out some crucial information. At a time when contemporary units were composite bowman and swordsman, my original Polynesian pathfinder, now scout, was attacking swordsman from the flank as I invaded, because he had three triple promotions, and both medics, so if I could attack from neutral land, I would heal 30 points(10 from medic I+II, 10 from survivalism I+II).
I think I conquered three cities just because my Polynesian pathfinder had so much exp so early, and when I upgraded him to a scout, then explorer? Game over.
*(Thorough math explanation-My scout would attack and heal on the same turn, with survivalism III, he then got the 5 or 10 base heal points,(enemy/neutral), then added the 20 points mentioned above) The tactical advatage I had of moving to defensible terrain, attacking their strongest unit, then healing to 90+ was overwhelming.
*Of all the changes I've suggested, I think they could all be left out, except the ability of a stuck scout to return to friendly territory. You guys made the scout awesome, don't create the situation where your only chance of saving him is to declare war and sprint through enemy lines to get home. When has that ever happened in history with a small band of scouts? ** "We've finally reached the edge of our great continent! But France just bought the tile behind us, so now it is time for seppuku." (This should cost you 5 turns of travel back to the capital, not deleting a 100 exp scout, or declaring war on France and his knights)
*Another reason I think you should limit the number of early scout units is for the AI, it will make them stronger because I feel scouts have a diminishing return value for the AI, if they stop at say three paths, and 4 or 5 scouts, then more of their production would go to military units and structures, a better ROI for them than a sixth scout.
Last edited: