ElliotS
Warmonger
Okay, I've taken a lot of what's said into account. Lots of nerfs to my proposal.
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Trailblazer I: +1 Movement
Trailblazer II: +1 Movement
Trailblazer III: Ignore ZoC, Use Enemy roads, Pillage for free
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, +50% defense to ranged attacks.
Scouting I (Requires Trailblazer or Survivalist 1): +1 Visibility Range
Scouting II: +1 Visibility Range
Scouting III: Removed
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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Trailblazer I: +1 Movement
Trailblazer II: +1 Movement
Trailblazer III: Ignore ZoC, Use Enemy roads, Pillage for free
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, +50% defense to ranged attacks.
Scouting I (Requires Trailblazer or Survivalist 1): +1 Visibility Range
Scouting II: +1 Visibility Range
Scouting III: Removed
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 sight at composite bow tech, +4 CS at 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.)
- 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.
