Current and past VP Congress sessions have seen a number of attempts to better-balance unit promotion trees. The activity around this system suggests there's more we can do, but consistently the suggested changes have been met with resistance, usually from all sides. I want to workshop a new tack with the community to improve its chances of passing.
The Problem:
There are grievances with the current balance of promotions. Some promotions often feel too mandatory for the performance of a unit class, and stifle use of other options.
Additionally, Human players can maintain high-level units too easily, which means they disproportionately benefit from stacked high-level units.
The Solution:
We can lessen the impact of high-level units without directly reducing the power level of any one promotion. To do this, I propose we restructure the promo trees to have significantly fewer leaf promotions, and more promotion "branches" that split from the main tree. This will subtly reduce promotion stacking by putting more XP distance between T4 promos.
I'll use Archers as an example to demonstrate the 2 Stem - 3.5 Branch structure (please note, details and numbers are not final).
There are a few prototype promotions to help fill out the example. I borrowed some names from X-COM perks, but they're by no means set in stone. They primarily exist to give some thematic stepping stones to some of the powerful T4 promotions.
Although the Archer sample is pretty detailed, the main thing I wanted to discuss was the approach and structure of the tree. Do you agree that the 2 Stem - 3.5 Branch structure is worth pursuing? Does it have too many branches? Not enough? Ideally this would slowly be applied to every promotion tree, but I figure starting with a few that share promotions is a safer bet. (For instance, the changes to the Archer tree would be paired with changes to Skirmishers and Siege, since their promotions would also be affected.)
I don't have the expertise to try this out in a modmod first, but that might ultimately be the right direction, especially if this doesn't get enough traction for the Congress.
The Problem:
There are grievances with the current balance of promotions. Some promotions often feel too mandatory for the performance of a unit class, and stifle use of other options.
Additionally, Human players can maintain high-level units too easily, which means they disproportionately benefit from stacked high-level units.
The Solution:
We can lessen the impact of high-level units without directly reducing the power level of any one promotion. To do this, I propose we restructure the promo trees to have significantly fewer leaf promotions, and more promotion "branches" that split from the main tree. This will subtly reduce promotion stacking by putting more XP distance between T4 promos.
I'll use Archers as an example to demonstrate the 2 Stem - 3.5 Branch structure (please note, details and numbers are not final).
Spoiler Archer example :
Code:
┌─ Precision I ──── Precision II ──── Coup De Grace
│
┌─ Accuracy I ───┼─ Accuracy II ──── Accuracy III ──── Firing Doctrine
│ │
│ ├─ Sentry ───────── Sharpshooter ──── Range
│ │
│ └─ Cover I ──────── Cover II
│
Archer ─┼─ Air Defense I ─ Air Defense II ─ Air Defense III
│
│ ┌─ Medic I ──────── Medic II
│ │
│ ├─ Ranger ───────── Snapshot ──────── Mobility
│ │
└─ Barrage I ────┼─ Barrage II ───── Barrage III ───── Logistics
│
└─ Infiltrators I ─ Infiltrators II ─ March
- New:
- "Sharpshooter": +15% CS when attacking unmounted, unarmored melee, ranged, and gunpowder units.
- The intent is that it doesn't work on mounted, armored, siege, or naval/city, but works on all the bio units. Range archers should be for picking off infantry forces. By committing to this branch, the unit forgoes more general-purpose CS increases that apply in more situations. This creates a specific niche for Range.
- "Snapshot": Can move after attacking. +10% CS.
- This is paired with a removal of "Can move after attacking" from Logistics. The thematic tie-together for the Mobility line becomes repositioning, and the ability to navigate forests and hills as well as mounted units.
- "Ranger": +10% CS if not adjacent to any friendly units. +10% CS.
- Split off the friendly-units component of Infiltrators and add it to the mobility line.
- "Sharpshooter": +15% CS when attacking unmounted, unarmored melee, ranged, and gunpowder units.
- Changed:
- Accuracy I: +15% while attacking.
- The first step in the Firing stem changes up to be a little more general purpose so it flows naturally into Accuracy II (unchanged) and Precision. Also, by putting the bonus only on attacking, it solidifies this branch as the Offense stem, and means that getting on top of a Range Archer is more rewarded because they don't have a free +30% on defense from stem promotions.
- Precision I-II: +10% CS vs. less than 50% HP. +10% CS.
- Borrowed from the Siege line, this branch replaces Barrage as the unit-finisher line, ultimately leading to Coup De Grace as usual. I hope this also helps clear up any confusion over whether Accuracy or Barraging helps hit more or fewer units... but I'm not holding my breath.
- Borrowed from the Siege line, this branch replaces Barrage as the unit-finisher line, ultimately leading to Coup De Grace as usual. I hope this also helps clear up any confusion over whether Accuracy or Barraging helps hit more or fewer units... but I'm not holding my breath.
- Barrage I-III: +10% CS when attacking. +15% CS when defending against melee.
- Barrage cedes the anti-wounded bonuses to Precision, and takes up a new niche as the Defensive stem, shifting the defensive balance on Barrage Archers to be (relatively) weaker when defending against ranged, but stronger against melee.
- Logistics: -30% CS when attacking. Can attack twice.
- Loses "Can move after attacking". Again, nerfs have not been popular, but with a 2-move archer anyway, it's not like you're using this, right? Better to leave this ability for another promotion to reinforce a niche.
- Infiltrators I-II: +10% Outside Friendly Terrain. +10% when attacking Wounded Units.
- Reduced in power to match branch promotions. Appears earlier in the tree. This one's admittedly a bit of a stretch, if you have suggestion for the March branch, I'm all ears. The idea here is that it enables a sort of attrition style where trading blows is in your favor, keeping the march healing going while peppering away at wounded foes. Also keeps an aggressive avenue in the Barrage stem.
- Accuracy I: +15% while attacking.
Although the Archer sample is pretty detailed, the main thing I wanted to discuss was the approach and structure of the tree. Do you agree that the 2 Stem - 3.5 Branch structure is worth pursuing? Does it have too many branches? Not enough? Ideally this would slowly be applied to every promotion tree, but I figure starting with a few that share promotions is a safer bet. (For instance, the changes to the Archer tree would be paired with changes to Skirmishers and Siege, since their promotions would also be affected.)
I don't have the expertise to try this out in a modmod first, but that might ultimately be the right direction, especially if this doesn't get enough traction for the Congress.
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