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Promotions are a mess

Discussion in 'Civ6 - General Discussions' started by Olleus, Nov 10, 2016.

  1. Onii-chan

    Onii-chan King

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    Err yep, cliffs are always along the coast and normally prevents embarking/disembarking; the promotion let's you do that. In other words it's garbage :s

    OT: yes the tooltips of many things in the game are just plain wrong but the promotions in general feel very off. But even stuff like some civ abilities don't actually do exactly what it says they do (like Sumeria's XP sharing and the Great Wall of China's placement requirements for example)
     
  2. TheXMassTeam

    TheXMassTeam Chieftain

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    Random, in my first game I had a continent with a lot of cliff, and not one cliff then one free tile, no. Long lines of cliff. And I never take the commando upgrade for any units, so I needed to land my troops far away from the front line.
    So, it happen that commando can be useful ;)
     
  3. CoconutTank

    CoconutTank Unapologetic Warmonger Supporter

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    An alternative to this could be to add +1 strength per promotion earned. Some of the promotions tend to be rather situational, but getting a permanent +1 strength bonus each time is definitely worth it. A max promoted unit would have an unconditional +7 strength from the promotions, which would indeed be strong. But that would take awhile anyway, and I don't think this lets the unit punch upward too much.

    For the record I really like the Sea Raider promotion tree. Every choice there seems pretty awesome. The Recon promotion tree is pretty awesome too, but only 2 units use that tree and it's so hard to get a Scout to lv 3 even >_<
     
  4. CaiusDrewart

    CaiusDrewart King

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    I like the Recon and Sea Raider promotion trees, too. The Knight promotion tree is pretty decent, every promotion there is at least OK. The Ranged promotion tree is of course very strong--there are a couple bad promotions but the double shot promotion is surely the best in the game. It's the Melee and Light Cavalry trees that are really lacking.
     
  5. steveg700

    steveg700 Deity

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    Really? I've seen them frequently. Remember on one map the was this more-or-less vertical strip of land that was almost entirely cliffs, and capped with a mountain. There was only a couple of places to get in there, and there were a bunch of barbs camping it. Was pretty happy to get the cliff-climbing promotion on some units. It was fun watching other civ's try to do the Border Dance there, but they couldn't make it up.

    I'm fine with it as a promotion, but would be more attractive if it had some other benefit as well. Then again, if it's too attractive and taken too often, then the defensive advantage of having cliffs dwindles away.
     
  6. CoconutTank

    CoconutTank Unapologetic Warmonger Supporter

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    Yeah, I'm looking at the Light Cavalry tree, and I think the only promotion I care about a lot is Pursuit, which gives +1 movement. Coursers (+5 strength when attacking ranged or siege) might be okay. I'm very curious as to what a Formation unit is, since military units can't stack with each other, so does the Escort Mobility ability literally only apply to support units paired with the Light Cavalry?

    Unfortunately, the AI seems to avoid using air units and AA, so I have no way of evaluating the usefulness of some promotions for air units :(
     
    CaiusDrewart likes this.
  7. joncnunn

    joncnunn Senior Java Wizard Moderator

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  8. zyx

    zyx Prince

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    Oct 28, 2009
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    I don't like the promotion system at all, because while it may be crucial for deity wins, as better - but outdated - units counter the mass spams of deity AI, the promotion system at lower difficulty levels is adding yet another feature to gain an advantage over the AI quickly, because AI cannot handle promotions, neither can it save its units from getting killed - maybe a side effect of 1up - nor can AI focus fire to get enemy's units killed.

    Side effect: promoted units not only are better, you save money and having units that can attack twice are stronger and more easily placed around a city to attack - you cannot attack a city with 20 units on a turn, but 10 units shooting twice.

    It's like in those good and bad guys films, in which they shoot at each other and miraculously the bad ones get shot, while the good ones survive always. Yet I want to add Civ 6 is a game not a happy end movie.

    As long as the AI cannot handle the promotion system, I'd rather see a simple +5/+10% increase in strength for any unit that killed another one. Making the player also to spam units, or maybe making each unit cost 1 population, that would limit the player in a way the AI is limited anyways, and make making peace an option, as bankruptcy keeps you from waring.
     
  9. myclan

    myclan Prince

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    I totallt agree with the damn confusing "melee unit", does it include anti-calvary units? Also does "range unit" include siege units? In CiV I also always confuse with whether melee units include gunpowder units.
     
  10. Olleus

    Olleus Deity

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    I've released my changes to the promotions, have a look at here if you're interested
     

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