Ansive
Prince
- Joined
- Aug 22, 2010
- Messages
- 390
Why? Raiding is too strong!
TLDR: Lower the yields against backward opponents and require your units to carry the pillage loot back to allied territory for redeeming (meaning they need to survive).
Ideas:
1. pillage yields are based on target civ era/civics instead of your own (more profitable to pillage advanced civs)
2. pillage yields versus civs in an earlier era are reduced by 25% for each era (75% max)
3. pillage yields from mines, lumber mills and farms without an improved resource are halved
4. units have 3 pillage slots (some could have more, by unit type and promotions)
5. pillaging gold, faith, research or culture fills one pillage slot (value fixed at time of pillage), farms unchanged
6. pillage slots are redeemed in home, friendly or allied territory (the unit either retreats or waits for the enemy city to be captured)
7. enemy civ non-ranged units can recover 50% of the yields by defeating a unit with filled pillage slots (also need to be in allied territory)
8. yields carried by a unit defeated from a ranged attack are lost
9. pillaging trading routes would also fill a slot
10. pillage faith bonus from grand master's chapel remains instant
10. hotkey to show estimated pillage value for any tile
11. unit indicator as to what they are carrying and how much it is worth
12. possibility to delete a filled pillage slot (burn the loot)
13. small amount of war weariness for each tile pillaged (double for districts)
TLDR: Lower the yields against backward opponents and require your units to carry the pillage loot back to allied territory for redeeming (meaning they need to survive).
Ideas:
1. pillage yields are based on target civ era/civics instead of your own (more profitable to pillage advanced civs)
2. pillage yields versus civs in an earlier era are reduced by 25% for each era (75% max)
3. pillage yields from mines, lumber mills and farms without an improved resource are halved
4. units have 3 pillage slots (some could have more, by unit type and promotions)
5. pillaging gold, faith, research or culture fills one pillage slot (value fixed at time of pillage), farms unchanged
6. pillage slots are redeemed in home, friendly or allied territory (the unit either retreats or waits for the enemy city to be captured)
7. enemy civ non-ranged units can recover 50% of the yields by defeating a unit with filled pillage slots (also need to be in allied territory)
8. yields carried by a unit defeated from a ranged attack are lost
9. pillaging trading routes would also fill a slot
10. pillage faith bonus from grand master's chapel remains instant
10. hotkey to show estimated pillage value for any tile
11. unit indicator as to what they are carrying and how much it is worth
12. possibility to delete a filled pillage slot (burn the loot)
13. small amount of war weariness for each tile pillaged (double for districts)
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