Ambreville has done an awesome job renaming lots of the hero promotions and rewriting their help text. See following:
In general I really like these help text changes and will apply them! However, I have some reservations about some of the name changes, because in general Ambreville's names and the original names are of two distinct styles. So it's not Ambreville's names are not as good, it's just I think the original style has more historical feeling, while Ambreville's style more like fantasy style. At this point I don't think changing all promotion names into fantasy style is worth it.
Would like to hear from more players about this matter.
PS. about capture enemy ship idea, Zhou Yu's leader trait has that ability already, in the future if we introduce Zhou Yu as a hero, we can add this promotion.
First note: in general drop the caps, unless you want to emphasize something important. They just make the text harder to read.
I included alternate wording when I could come up with one. (n/c = no change other than the caps of course). I also suggested different promotion titles as well if you’re interested. I’m sure you’ll get the idea what source I was using for inspiration here!
TRIUMPH – (BELLS OF TRIUMPH)
Original: 5% Chance per Enemy Hero Level to Start a Golden Age upon Killing An Enemy Core Troop
Suggested: 5% chance per enemy hero level to start a Golden Age when killing an enemy core unit
INSTIGATOR – (MAD MONKEY, or DRUNKEN MANTIS)
Original: Performing Pillage has 90% Chance of Causing the Destruction of Improvement on Adjacent Tiles
Suggested: 90% chance Pillage will affect adjacent tiles
SWEEP – (PRESS-GANG, or TYRANT GRASP)
Original: Sprawl Friendly Units Upon Pillaging Own Town, Village, or Hamlet (Chance: Town 100%, Village 80%, Hamlet 50%)
Suggested: Pillaging own urban tiles spawns friendly units (Chance: Town 100%, Village 80%, Hamlet 50%)
DO_OR_DIE – (BLAZING FURY)
Original: No Self or Enemy Withdrawal (No Effect on Siege Units Reaching Combat Limit or Commander Promotion) [...] Transform Withdrawal Chance to Strength Bonus When Attacking
Suggested: No one withdraws (except siege units) [...] Withdrawal odds become an Attack Bonus
MARKSMAN – (CLANS OF DEATH)
Original: Target Weakest Unit First
Suggested: Targets the weakest unit first
GUARDSMAN – (HEROES TEARS)
Original: Defend First Against Snipe and Assault [...]+50% Strength Defending Enemy Core Troop
Suggested: Thwarts enemy Marksmen [...] +50% Defense Bonus against enemy core troops. (Note: I’m not entirely sure what you meant here. To what does “Assault” refer? I’m assuming by “Snipe” you referred to the Marksman promotion, right?)
NINE_TERRAIN – (NINE SPIRITS)
Original: Ignore Enemy Terrain Defense Bonus in Field Combat
Suggested: Ignore enemy terrain defense bonuses (by “Field Combat” did you mean combat outside cities only?)
FLYING_WEDGE – (FLYING TIGERS)
Original: Gains +30% Strength for Every Extra Movement Left When Attacking
Suggested: +30% Strength for each extra Movement left
SOLID – (DRAGON SCALES)
Original: 40% Chance of Not Losing Hit Point When Hit by Enemy in Combat (First Strkes not Affected)
Suggested: 40% Chance of avoiding combat damage (First Strikes not affected)
TOUGH – (LEGION’S HONOR)
Original: +50% Strength Versus Enemy Legions
Suggested: +50% Strength vs. enemy core units
SHOCKING – (NORTH WIND)
Original: 40% Chance of Pushing Enemy Units on Target Plot to Random Adjacent Plot in Field Combat
Suggested: 40% Chance of forcing enemy units to retreat to a random adjacent space
DESTROYER – (FISTS_OF_IRON)
Original: Decrease Target City's defence by 40% Upon Winning or Retreating from a City Attack Combat
Suggested: If surviving an attack vs. an enemy city, reduces its Defense Bonus by 40%
MOTIVATED – (WINDS OF COURAGE)
Original: Gains +25% Temporary Strength After Defeating an Enemy Unit
Suggested: Temporarily gains +25% Strength Bonus when destroying an enemy unit (Note: by “Defeating” did you mean just “destroying” or also forcing a withdrawal?)
LEARNED – (MONKEY EYE, ‘cuz Monkey-see-Monkey-do)
Original: 50% Chance of Gaining a Promotion from Enemy Core Troop after Surviving from Combat
Suggested: 50% Chance of learning an enemy core unit’s Promotion during combat
FEARFUL – (FEARMONGER)
Original: Reduce Strength of Surrounding Enemy Units by No More Than 10% Each Turn (Max 15%, no Effect to Enemy in City or Fort)
Suggested: Damages adjacent enemy units outside Cities or Forts 10% per turn (Max. 15%)
SURPRISE_ATTACK – (CUNNING TIGER, or CROUCHING TIGER)
Original: Target Enemy Core Troop First[...]Defeating Enemy Core Troop Will Reduce Morale of Enemy Units on Same Plot by 1% - 10%
Suggested: Targets enemy core unit first [...] Enemies in the defeated core unit’s space incur 1 – 10% Morale Penalty
HEROIC – (DRAGON HEART)
Original: When Defeating Enemy Hero, +20% Chance of Hero Surrender (No Effect on Hero with 100 Loyalty or is a Leader)
Suggested: +20% Chance a defeated Hero surrenders (no effect with 100 Loyalty or Leader)
SWIFT – (BLINDING STEEL)
Original: Restores All Movement When Defeating Enemy Core Troops
Suggested: Restores all Movement when defeating an enemy core unit
SHARPSHOOTER – (SIEGE MASTER)
Original: Increase Bombard Distance of Archer Unit and Siege Unit by 1 [...] Double Bombard Damage, Archer won't Miss when Bombarding
Suggested: +1 Bombard Range for archer and siege units [...] Double Bombard Damage, and archer units do not miss
FIGHTING_WITHDRAWAL – (FISTS OF FURY)
Original: When Enemy Unit on Adjacent Tile or Friendly Unit on Same Tile Retreats from Combat, 80% Chance of Launching a Free Attack Against the Winning Enemy
Suggested: n/c (Boy, you sure are splitting hair here!!)
STEALTH2 – (SHADOW LORD, or HIDDEN DRAGON)
Original: Invisible When in Forest, Jungle or Hill (no Effect in City or Fort)
Suggested: n/c
DEFENDER1 – (MIGHTY LORD1)
Original: +50% Versus Barbarian [...]+25% Versus Player Whose Official Belief isn't Revival
Suggested: +50% Strength vs. Barbarian [...]+25% Strength vs. enemy with faith other than Revival
DEFENDER2 – (MIGHTY LORD2)
Original: Captures Barbarian Enemy [...]+25% Versus Player Whose Official Belief isn't Revival
Suggested: Captures Barbarian enemy [...]+25% Strength vs. enemy with faith other than Revival
PSYCHO_ATTACK – (WINDS OF WISDOM)
Original: 20% Chance of Converting Defeated Enemy Unit
Suggested: n/c
INDOMITABLE – (INVINCIBLE SPIRIT)
Original: +50% Strength Against Units With Higher Strength
Suggested: +50% Strength vs. units with higher Strength
STRONG – (ROLLING THUNDER)
Original: Wins Combat Directly if Strength Ratio is Better than 3:1
Suggested: Automatic victory with odds 3:1 or better
HONOR – (MASTER DEFENDER)
Original: Increases Plot Defensive Bonus by 50%
Suggested: +50% Terrain Defense Bonus
FAR_SHOT – (FLYING CRANES, or CROWS OF FATE)
Original: Archer Units and Siege Units can Perform Ranged Bombard
Suggested: Archer and Siege units can perform Ranged bombardment
SEA_LORD – (PRIVATEER, or BROKEN OATH)
Original: Give Hidden Nationality to Naval units
Suggested: n/c
(Note: by the way, did you consider a promotion allowing the capture of other ships?)
SILK_SAIL – (ADMIRAL, or SEA LORD)
Original: Gains Money from Enemy Treasury When Winning Naval Combat
Suggested: n/c
YELLOW_TURBAN1
Original: Sprawal Barbarians When Winning Combat on Enemy Territory
Suggested: Spawns Barbarians when winning combat in enemy territory
YELLOW_TURBAN2
Original: Converting Enemy Culture When Winning Combat on Enemy Territory
Suggested: (I don’t understand what this actually does)
DISCIPLINED – (LEGION’S REVENGE)
Original: Gains 25% Temporary Strength When the Core Troop of our Own Legion was Defeated
Suggested: +25 Strength temporarily if own Legion’s core unit is defeated
ENCOURAGEMENT – (LEGION’S PRIDE)
Original: Gains 50% Temporary Strength When an Enemy Core Troop is Defeated by Own Legion Member
Suggested: +50% Strength temporarily if own Legion defeats an enemy core unit
In general I really like these help text changes and will apply them! However, I have some reservations about some of the name changes, because in general Ambreville's names and the original names are of two distinct styles. So it's not Ambreville's names are not as good, it's just I think the original style has more historical feeling, while Ambreville's style more like fantasy style. At this point I don't think changing all promotion names into fantasy style is worth it.
Would like to hear from more players about this matter.
PS. about capture enemy ship idea, Zhou Yu's leader trait has that ability already, in the future if we introduce Zhou Yu as a hero, we can add this promotion.