ElliotS
Warmonger
If we're going to replace/change trailblazer here what I'd like:
Trailblazer I: +1 Movement, 25% to withdraw on melee attack
Trailblazer II: +1 Movement, 25% to withdraw on melee attack
Trailblazer III: Ignore ZoC, Use Enemy roads, Pillage for free, 50% to withdraw on attack
Survivalist I: +25% CS on defense, Heals +5 HP outside friendly lands
Survivalist II: +25% CS on defense, Heals +5 HP outside friendly lands
Survivalist III: Heals every turn, +25% CS on defense, Pillage for free, 50% chance to dodge ranged attacks.
Scouting I (Requires Trailblazer or Survivalist 2): +1 Visibility Range
Scouting II: +1 Visibility Range
Scouting III: +10% defense to all friendly units within sight range.
Reconnaissance (old): Gains XP from revealing Tiles, up to 100 XP.
Reconnaissance (New proposed): Gains XP from revealing tiles, ending the turn in enemy lands and pillaging tiles. No max.
Unit changes:
Scout:
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The changes here are meant to allow 2 different roles for scouts: 1 that flits around the back-lines and pillages their stuff and 1 that stays with your units, can tank a bit on the front-line, and can provide plenty of sight and be a medic.
The Reconnaissance changes would allow scouts to be rewarded for what they do and actually hit higher levels. (They shouldn't be attacking.)
The lack of penalty for attacking barbs is there to preserve the current game balance super early game. I think it's very good.
Thoughts?
Trailblazer I: +1 Movement, 25% to withdraw on melee attack
Trailblazer II: +1 Movement, 25% to withdraw on melee attack
Trailblazer III: Ignore ZoC, Use Enemy roads, Pillage for free, 50% to withdraw on attack
Survivalist I: +25% CS on defense, Heals +5 HP outside friendly lands
Survivalist II: +25% CS on defense, Heals +5 HP outside friendly lands
Survivalist III: Heals every turn, +25% CS on defense, Pillage for free, 50% chance to dodge ranged attacks.
Scouting I (Requires Trailblazer or Survivalist 2): +1 Visibility Range
Scouting II: +1 Visibility Range
Scouting III: +10% defense to all friendly units within sight range.
Reconnaissance (old): Gains XP from revealing Tiles, up to 100 XP.
Reconnaissance (New proposed): Gains XP from revealing tiles, ending the turn in enemy lands and pillaging tiles. No max.
Unit changes:
Scout:
- Penalty to attacking non-barbarians, -33%.
- +1 movement at military theory, +1 sight at composite bow tech, +3 CS at bronze working, iron working and steel working. (They'll never attack well, but they can actually defend this way. This also keeps them useful without being OP at any point, or requiring more units. Explorer doesn't get these bonuses, but could be looked at if it's weak.)
- Ability to move through other people's territory at trade. (Disguised as merchants, now they can't be trapped. AKA the bane of exploring, and another nail in the current scout's coffin.)
- CS from 15 to 18.
- Movement from 3 to 4.
- Sight +1 base
- Ability to move though other people's territory without open borders until constabularies tech. (Preferably only in cities with Constabularies built, but not sure if possible.)
- +1 movement
- Can move after attacking. (Not sure if they can, but they should. Still much weaker than cavalry in direct combat.)
- No damage for ending turn on mountain.
-----------------------
The changes here are meant to allow 2 different roles for scouts: 1 that flits around the back-lines and pillages their stuff and 1 that stays with your units, can tank a bit on the front-line, and can provide plenty of sight and be a medic.
The Reconnaissance changes would allow scouts to be rewarded for what they do and actually hit higher levels. (They shouldn't be attacking.)
The lack of penalty for attacking barbs is there to preserve the current game balance super early game. I think it's very good.
Thoughts?

