This is carried over from a long discussion on the discord and was collected by TwoPod. While I think this is still in rough draft phase, I think its worth cleaning up the text and using the forum to tidy things up so we can see what it actually looks like. I'll note I have made some adjustments based on what was noted in discord, so its not exactly the same.
The proposal is divided into a few areas:
Initial Pathfinder Removal / Scout "Free Upgrade Concept"
This proposal effectively allows the pathfinder to "upgrade for free", just by gaining the tech. This way no matter where your initial recon unit is at, it can receive the important defense benefits associated with the upgrade. This proposal overall does not change the strength of the pathfinder or scout in any way, it just makes the transition from pathfinder -> scout faster and cheaper.
Issue: The main issue is that the upgrade ruins would now turn your initial unit into an Explorer. Its often believed that the current upgrade to a scout is too strong, this jump would clearly be far too good. If this proposal was adopted, it would mandate that the upgrade feature be removed from the ancient ruin system. While several people are already calling for that, it may not be popular with everyone.
Base Recon Line Changes
The Scouting I concept was to address a common complaint about "surprise barb sniping"....aka the initial pathfinder often getting killed by a squad of barbs around a hill. This would also make recon units better at enemy surveying.
Issue: Some might argue that the unobstructed vision concept detracts from the exploration subgame. Effectively I now have a full view of two tiles around me, meaning I never have to backtrack to fill in map tiles. Some may see this as a negative.
Recon Promotion Changes
Trailblazer
TB: This change is meant to address the issue that recon units are actually faster in rough terrain than they are in open terrain. Further, there incredible speed means that the map is explored very quickly, removing some of the exploration subgame. With this version, recon units gain general and equal speed in all conditions.
Survivalism: This change gives the recon unit access to faster healing and the ability to heal after action sooner, to give it a solid comparison to TB which gains the more general combat boost and much better mobility.
General Promotion Changes: So in general a lot of Tier III promotions were taken from the TB/Survivalism line and made into their own stems, generally with fewer preqs.
The recon line is an odd duck, serving many masters. While core military units are fine with a solid power boost through ever stronger promotions, often recon units are less about power and more versatility....filling in the various sub niches that a military requires. So this change allows a recon unit to mix and match more freely....taking on promotions to fit whatever niche that unit requires. It encourages players to build more recon units...each one tailored to a specialized job. Some examples below:
Early Game
Map Explorer: TBI and II for maximum mobility, followed by Scouting II/III for more sight. Or go into Wanderer I than TB for more water or mountain heavy maps.
Barb Hunter: Survivalism I and II for strong durability and ability to recover from melee attacks against barbs. Follow with Ghostwalker to augment your military units in their killing of barbs.
Enemy Sentry: Scout II and III gives you a good field of vision and lets you see around the forests and hills to spot your enemy wherever they are at.
Medic: While not as good a frontline medic as a ranged unit that can hang beyond the melee unit and heal them while attacking, recon medics can give you the fastest field hospital possible, and early access to medic II.
Mid Game (Explorer Phase)
Naval Explorer: Wanderer I and II will let you island hop quickly and cross ice to better get access to far away places.
Pillager: Sapper I and II lets you make an explorer tailored made to pillage lands, dealing damaging and gaining XP for the effort. Add in Survivalism for more durability.
Late Game (Military Academy Phase)
Support Engineer: Ghostwalker + Sapper I/II, you now have a unit that support main forces by dealing damage through pillaging and augmented the flank of your main troops.
Paradrop Pillager: TBI/II + Sapper I. This is your paratrooper that can paradrop deep into enemy territory, take out a key resource, and then make it back home.
Paradrop Deep Striker: Surv I/II + Scout II. Can drop into enemy lands and take a lot of punishment. Gets extra vision to augment further paradrops, and gets XP for doing their job.
In a nutshell, the idea here is to allow recon units to fulfill many different niches without requiring heavily promoted units. You can build a squad of recon specialists, each designed for a specific niche but never overpowered in a more general role.
The proposal is divided into a few areas:
Initial Pathfinder Removal / Scout "Free Upgrade Concept"
Spoiler :
- Scout unit is removed from the game.
- Pathfinder is renamed to Scout (but maintains its same stats)
- Upon researching sailing, all Scouts receive the Pathfinder promotion.
- +3 CS
- +1 vision
- Reduces penalty from barbarians to -10%.
- Aka this new scout + pathfinder promotion would be just as strong as the base scout is in the current version.
This proposal effectively allows the pathfinder to "upgrade for free", just by gaining the tech. This way no matter where your initial recon unit is at, it can receive the important defense benefits associated with the upgrade. This proposal overall does not change the strength of the pathfinder or scout in any way, it just makes the transition from pathfinder -> scout faster and cheaper.
Issue: The main issue is that the upgrade ruins would now turn your initial unit into an Explorer. Its often believed that the current upgrade to a scout is too strong, this jump would clearly be far too good. If this proposal was adopted, it would mandate that the upgrade feature be removed from the ancient ruin system. While several people are already calling for that, it may not be popular with everyone.
Base Recon Line Changes
Spoiler :
- Remove "Ignore Terrain"
- Explorer: -1 movement
- Recon units gain Scouting I promotion: Can see 2 hexes regardless of terrain.
The Scouting I concept was to address a common complaint about "surprise barb sniping"....aka the initial pathfinder often getting killed by a squad of barbs around a hill. This would also make recon units better at enemy surveying.
Issue: Some might argue that the unobstructed vision concept detracts from the exploration subgame. Effectively I now have a full view of two tiles around me, meaning I never have to backtrack to fill in map tiles. Some may see this as a negative.
Recon Promotion Changes
Spoiler :
Trailblazer
- TBI: +10% CS outside friendly borders.
Double movement in jungle and forest.+1 movement and ignore ZOC. - TBII: +10% CS outside friendly borders.
Double movement in desert and snow.+1 movement and Ignore Terrain costs - TBIII: Removed
- SI: +25% CS on Defense.
+5+10 HP healed in outside territory. - SII: +25% CS on Defense.
+5 HP healed in outside territory. Unit can heal after performing an action. - SIII: Removed
- Scouting I (default on all recon units):
+1 visionCan see 2 hexes regardless of terrain. - Scouting II: +1 vision. Gain +2 xp when you end a turn in enemy territory.
- Scouting III:
+1 movement. Can see 3 hexes regardless of terrain.
- Medic I: Scouting I now is a prereq option. Aka scouts can now get medic right out of the gate.
- Sapper I (no prereq, tech unlock: Machinery): Pillaging provides 5 xp and does not expend movement.
- Sapper II: Pillaging deals 10 damage to all adjacent enemy units
- Ghostwalker (no prereq): This unit counts as two for ally flanking bonuses.
- Wanderer I (no prereq): Unit can embark, cross mountains, and use enemy roads/railroads
- Wanderer II (tech unlock: Compass): Unit can cross ice. Embarking/Disembarking costs 1 movement.
TB: This change is meant to address the issue that recon units are actually faster in rough terrain than they are in open terrain. Further, there incredible speed means that the map is explored very quickly, removing some of the exploration subgame. With this version, recon units gain general and equal speed in all conditions.
Survivalism: This change gives the recon unit access to faster healing and the ability to heal after action sooner, to give it a solid comparison to TB which gains the more general combat boost and much better mobility.
General Promotion Changes: So in general a lot of Tier III promotions were taken from the TB/Survivalism line and made into their own stems, generally with fewer preqs.
The recon line is an odd duck, serving many masters. While core military units are fine with a solid power boost through ever stronger promotions, often recon units are less about power and more versatility....filling in the various sub niches that a military requires. So this change allows a recon unit to mix and match more freely....taking on promotions to fit whatever niche that unit requires. It encourages players to build more recon units...each one tailored to a specialized job. Some examples below:
Early Game
Map Explorer: TBI and II for maximum mobility, followed by Scouting II/III for more sight. Or go into Wanderer I than TB for more water or mountain heavy maps.
Barb Hunter: Survivalism I and II for strong durability and ability to recover from melee attacks against barbs. Follow with Ghostwalker to augment your military units in their killing of barbs.
Enemy Sentry: Scout II and III gives you a good field of vision and lets you see around the forests and hills to spot your enemy wherever they are at.
Medic: While not as good a frontline medic as a ranged unit that can hang beyond the melee unit and heal them while attacking, recon medics can give you the fastest field hospital possible, and early access to medic II.
Mid Game (Explorer Phase)
Naval Explorer: Wanderer I and II will let you island hop quickly and cross ice to better get access to far away places.
Pillager: Sapper I and II lets you make an explorer tailored made to pillage lands, dealing damaging and gaining XP for the effort. Add in Survivalism for more durability.
Late Game (Military Academy Phase)
Support Engineer: Ghostwalker + Sapper I/II, you now have a unit that support main forces by dealing damage through pillaging and augmented the flank of your main troops.
Paradrop Pillager: TBI/II + Sapper I. This is your paratrooper that can paradrop deep into enemy territory, take out a key resource, and then make it back home.
Paradrop Deep Striker: Surv I/II + Scout II. Can drop into enemy lands and take a lot of punishment. Gets extra vision to augment further paradrops, and gets XP for doing their job.
In a nutshell, the idea here is to allow recon units to fulfill many different niches without requiring heavily promoted units. You can build a squad of recon specialists, each designed for a specific niche but never overpowered in a more general role.
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