Still think honor could have given som unique promotion like extra strength when attacking cities (and probably replace statue of zeus, never really liked that one honestly)
I like that concept!
Still think honor could have given som unique promotion like extra strength when attacking cities (and probably replace statue of zeus, never really liked that one honestly)
One could move the "Cities increase the costs of policies less" into Feudalism. It'd fit thematically and provide a bonus for annexed cities as well. Might be too strong though.
Regarding this and the complaint that Feudalism is a bit meh at the moment because it only affects conquered cities, I actually think here's a good place to "pinch" something from the current liberty discussion we could add to the current set of bonuses: "+1 hammer in all cities while not at war".Is that enough or do we need some more? I will run a little math later on to see how many free hammers honor is getting now and we will see if its competitive.
Hah, I was more aiming at the fact that it was a good euphemism for non-war times, not that it was super nice!Yes because that was sooooo peaceful =D
Would love to see Great General having no maintenance cost so he isn't a burden in peaceful. Could be something like stationing GG in a city eliminates his maintenance cost and add city defense.
This gave me another idea:
Units adjacent to a GG during peacetime gain 1 XP every 2 turns.
Basically a peacetime regiment program.
Feels a bit like the CEP-dojo, which imo wasn't really a good idea, promotions are too powerful to just stack up without any risk. But that's just my opinion.
Also we should probably not give people any more reason to keep GGs standing around instead of settling them, because that's mostly what people are doing anyways.
Ok let me reverse the idea then:
A unit that is garrison in a citadel gains 1 xp every X turns.
The code for this exists in CEP through one of the tradition policies if I am not mistaken.
Conquest v1.0
Opener: Bonus +33% vs. Barbarians, encampment notifications and culture for barbarian units killed and for each conquered city.
Imperialism: No Isolation unhappiness. A Free Settler appears in the capital.
Feudalism: Garrisons in occupied cities reduce that city's unhappiness from occupation by 30%, garrisoned puppeted cities gain +20% to all yields. Requires Imperialism.
Looting: Gain gold for each unit killed. Killing enemy units heals the victorious unit by 20.
Military Caste: Units gain +10% combat strength when adjacent to a friendly unit. A free ranged unit spawns with new settled cities. Requires Looting.
Warrior Code: A free General appears outside your capital. Population reduction from city capture is reduced to 25% and unrest is reduced by 25%. Requires Military Caste.
Finisher: Cities increase the culture cost of policies by 25% less than normal. Whenever you conquer a civilization's capital, start a Golden Age. Great Generals can be purchased with faith at the Industrial Era.
Okay, so if this is roughly the finished Honor, here are the functions I need to add:
1.) Isolation unhappiness removal
2.) Garrisons v. occupied cities; garrisoned v. puppet cities
3.) free ranged w/ city
4.) pop reduction from city capture
5.) conquer capital = golden age
Quite a few here - are we really not going to keep the majority of the honor branch's existing functions? Seems a waste, some weren't so bad. I guess we can recycle them in ideologies/other branches.
G
The opener is fine powervise, it's cluttered but I'll let some someone reword it when we are actually done with the tree. Not really my forteI fear the Opener's tooltip.... I'd move the "camp notification" out and maybe the culture from captured cities, maybe to Imperialism.
Big problem is that you NEED combat bonuses, you need a reason to go into the tree you need AIs actually being able to capture cities if they go honor.Again, I'd shy away from combat bonuses. Gold (or science) from Pillaging kinda depends on the AI's ability to this. A human player could declare war with the intent only to pillage which might be fun in multiplayer but perhaps unbalanced against AI (though the human can just not use it abusively... kinda like 'we' don't do worker steals from city states, right? right guys... )
We don't have to spell it out explicitly. Here's a mildly modified version of the current one:I fear the Opener's tooltip.... I'd move the "camp notification" out and maybe the culture from captured cities, maybe to Imperialism.
Finally, instead of giving the opener a construction bonus, why not simply "+3% combat bonus for every additional policy adopted"? It grows over time, is enough to make an impact as "tie-breaker" but isn't overwhelming. Feels more distinct from liberty, too. I wouldn't mind "units get +1 XP for each policy taken when built" either - similar effect in practise..