pineappledan
Deity
What if TB III made everything except Deep Ocean and Ice accessible? That would also seem more thematic, since Trailblazer is all about creating more movement options.
Keep TB 1 & 2 the same (even if TBII is a bit of a dud, it's okay as long as the whole line is good)
TB 3 = "Ignores Zone of Control. Chance to Withdraw from Combat. Can enter Mountain tiles. Unit can Embark.
So if you get your pathfinder levelled early, embarking into water or retreating onto a mountain are viable ways to escape units. I think the ability to embark would be really great to have, because pathfinders often end up really far away from your borders, so they don't get embarkation even long after you've researched it. They could snag ruins they find on easy to reach islands, evade barbs if they have gotten zoned onto a peninsula, etc.
TB scouts covers more ground faster, but are in a constant cat & mouse to run from barbs
Survivalist scouts can shrug off most damage, and don't need to take downtime for heals. They can keep moving consistently, and the promotion line protects your investment.
I think giving more movement options and unlocking embark preserves this flavor, without giving the TB scouts any tools to actually take a hit, or utility in a war. I don't think giving them bonuses which are geared towards major civs is on-brand for TB scouts; that is survivalism's job.
Keep TB 1 & 2 the same (even if TBII is a bit of a dud, it's okay as long as the whole line is good)
TB 3 = "Ignores Zone of Control. Chance to Withdraw from Combat. Can enter Mountain tiles. Unit can Embark.
So if you get your pathfinder levelled early, embarking into water or retreating onto a mountain are viable ways to escape units. I think the ability to embark would be really great to have, because pathfinders often end up really far away from your borders, so they don't get embarkation even long after you've researched it. They could snag ruins they find on easy to reach islands, evade barbs if they have gotten zoned onto a peninsula, etc.
TB scouts covers more ground faster, but are in a constant cat & mouse to run from barbs
Survivalist scouts can shrug off most damage, and don't need to take downtime for heals. They can keep moving consistently, and the promotion line protects your investment.
I think giving more movement options and unlocking embark preserves this flavor, without giving the TB scouts any tools to actually take a hit, or utility in a war. I don't think giving them bonuses which are geared towards major civs is on-brand for TB scouts; that is survivalism's job.
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