Thalassicus
Bytes and Nibblers
Odd thing I discovered. Total War has AttackBonusTurns to control the attack bonus, but I don't see anything which controls its duration. It might be hardcoded.
With two culture for every city, we have to be careful that big empires don't generate SPs more often than small ones - it might more than counter the 30% per-city penalty on SP cost.
I never deemed it too weak with +1:civ5culure: per city, since it saves you from building a monument everywhere quickly - you still get a tile or two in reasonable time without buying it.
But I'm all for trying the 2 culture, they sound sexyTrying is the purpose of dev builds after all.
Alternatively:
- Meritocracy: Workers build improvements 25% faster.
- Citizenship: 2 Workers appear outside the Capital.
- Republic: +1
in every city.
Edit: Nevermind, the last option is sounding really nice.
Populism might be a little odd, but remember strength of units does drop as they lose health, which reduces their combat odds of success. Slight differences in strength can have a big difference in odds.
In summary here's what I'm thinking of:
But I see you like my idea anyway, so I'll stop talking now ;-)Populism: Units gain +1 extra health per turn when healing.
Well, it's 1per
now. With a pop-10 capital (which isn't hard to get with the bonuses preceding it) that's an extra 10
/turn rather early in the game, equivalent to the income of a luxury.
Whether this is worth the policy expense or not is of course debatable. For example, it's about equal in value to the Piety root policy, which gives 5, again equal to a luxury. The Piety policy is lower tier, but also takes a higher era to unlock. Monarchy can be unlocked rather early with France, Stonehenge, or some luck with ancient ruins (though it'll probably be only around 5g at that time). Monarchy also scales as the capital's population grows, unlike Piety, which can be good and bad.
One thing I haven't tested... does it add the gold to the capital itself, or to our empire? The former would obviously be better... which is why I'm curious.
No, unfortunately it's only 1per 2
(unless the most recent dev version changes it) so it's really quite weak.
That's it exactly, thank you for pointing out how it works now. Either way I prefer the healing alternative. Both have the intent of letting us progress faster with wounded units, but a healing bonus is less clumsy.I think you have a Civ4 mindset here. In Civ5, damage does not affect unit strength
I added a 1 per 1 change for Monarchy in dev .6 or so I think, so I agree it needed a buff. (Same time as reverting representation to a culture bonus, and some other things.)![]()
That's it exactly, thank you for pointing out how it works now. Either way I prefer the healing alternative. Both have the intent of letting us progress faster with wounded units, but a healing bonus is less clumsy.![]()
So wait, if health doesn't affect unit strength, then what does the Japanese UA do exactly?
Unit strength and unit damage are now no longer the same thing.So wait, if health doesn't affect unit strength, then what does the Japanese UA do exactly?
I think there is still a probabilistic distribution of outcomes going on, its just that this gets hidden from you by the UI (which I hate), which just displays the modal or median outcome. I've definitely had cases where the observed combat outcome has been noticeably different from the reported odds (like 6:2 ending up being 5:4 instead).It seems like it has some base value X calculated for both units, then adds a small % random variance to that up or down.
Yes, agreed. The distribution of outcomes (in terms of remaining health of each unit) is much more tightly focused in Civ5, and the effect of higher strength is much more dominating (high tech units are going to take very little damage from low-tech units under nearly all circumstances).Very true, what I mean is it's a smaller % variance than earlier versions of civ