What does "allow you to choose ancient ruins bonus" mean? Unless that's an amazing ability this seems like a pretty crappy UU. Not hard to keep scouts alive as it is, double strength doesnt seem that awesome.
Hrm. I think I like these guys a lot. 8 Strength scouts are as strong as Warriors, so that's a very strong plus for them. I rather wish they could be upgraded... it will be _amazing_ to pick an early upgrade-to-Archer for one of them, since their ability to choose outcomes in the Goodie huts seems to be an advancement that would be kept when upgraded.
Hrm. I think I like these guys a lot. 8 Strength scouts are as strong as Warriors, so that's a very strong plus for them. I rather wish they could be upgraded... it will be _amazing_ to pick an early upgrade-to-Archer for one of them, since their ability to choose outcomes in the Goodie huts seems to be an advancement that would be kept when upgraded.
I second the sentiment, that if the pathfinder would be able to freely choose the acquired bonus from goody huts every time, then that would be massively overpowered.
I assume that this will not be the case, and that there will be some sort of restriction. Possibly:
1) As suggested above, having to cycle through the list of bonuses before choosing one the second time. (Still possibly very overpowered, since this still essentially means a free early game tech, culture and faith boast.)
2) For each hut you get to choose from a limited number (2 or 3) of random options. I.e. you essentially get a free reroll for each hut. (Is still pretty nice but not overpowered.)
3) There is a global limit to how many times certain bonuses can appear in the game. E.g. if a rival civ has popped a faith bonus hut, you cannot choose it as well. (Feels really gamey though.)
I like the pathfinder. When I build scouts I always try to get some of the scout promotions and then upgrade to an archer, but I would only get maps. This way I can get a few fast moving, far seeing ranges units.
I forgot you should always refresh before posting.
Instead of a random thing (faith, money, tech, a map, culture) one can choose which you want. Couple that with a far stronger scout one has a really, really strong UU.
To be fair, the Shoshone are one of the tribes that fit the Native American pop culture iconography very well. So the headdress as a symbol makes some sense. I could have seen something like this Horse symbol on the beaded Moccasins on wikipedia as an alternative, though.
ETA: Looking at those screenshots. I'm disappointed that the Pathfinder UU didn't look like Sacagawea.
Instead of a random thing (faith, money, tech, a map, culture) one can choose which you want. Couple that with a far stronger scout one has a really, really strong UU.
So... after the shock, yeah I quite like the Shoshone... They go well with exploration and the UA is also very useful (Also, having more outright territory + combat bonus in territory is a nice combination.
BUT the first thing I'll do is mod Washakie as their leader, now that we can change skins of leader models it shouldn't be a hard thing to do...
Louis XXIV said:
ETA: Looking at those screenshots. I'm disappointed that the Pathfinder UU didn't look like Sacagawea.
Very happy with Shoshone choice. Their culture was so expansive all across the West. Certainly here in Colorado. Truly a beautiful people and history. I'm glad non-Americans will now get to know them! Very closely related to Comanche as well so no blob issue. Great job, devs
Gameplay wise, just as happy. Offers something entirely different, and with the overhaul to the late game I'm not sure so sure the complaint of "Fun early on, boring after" is a valid complaint anymore.
The Shoshone have strong units, which make up for a weak UA. I think that's fair. I think, in spite of that, the theory for the Pathfinder ability at its most beneficial (get to choose, no restrictions), is still crazy powerful. The rest of the civ could suck and you'd still be good.
The Shoshone have strong units, which make up for a weak UA. I think that's fair. I think, in spite of that, the theory for the Pathfinder ability at its most beneficial (get to choose, no restrictions), is still crazy powerful. The rest of the civ could suck and you'd still be good.
How is the UA weak? Presumably the UA means it starts with an extra ring - i.e. 6 new tiles. That would cost something like 500 gold to buy, so the UA basically gives you 500 free gold for every city you found. That's powerful.
The only thing I can think about when looking at the leader entry image is that Pocatello removed his own headdress so that he could use it as a symbol.
I like the civ in general, though. Interesting UA and UUs. And thank you, Firaxis, for not choosing Sacagawea. I don't mind more female leaders, but leader is the keyword here.
I like the UA, the Shoshone are definitely my favorite out of these two. I was hoping that your city could work land at least one tile further out though.
damnyankees: I was just throwing out a caveat that we don't know whether the Pathfinder would KEEP his 'choose option' promotion when upgraded out of Pathfinder.
damnyankees: I was just throwing out a caveat that we don't know whether the Pathfinder would KEEP his 'choose option' promotion when upgraded out of Pathfinder.
Oh, good point. I don't see that as being a huge issue though. After the first phase of the game when you're done upgrading it's not like there's a ton of ruins to find anyways.
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