Shoshone

That upgrade path means I really want to build a lot of Pathfinders and try to get them levelled up, however exploration XP is a limited resource that becomes even more limited as you build more Pathfinders. I would personally like to see them have a way to speed up their XP gain by a decent margin. Lots of XP for killing barbs/clearing encampments, maybe, or make them very strong in home territory to keep with the defensive theme.

The Ainu unique Pathfinder has Quick Study, so that it could gain more xp from combat (it doesn't affect xp from exploration). I personally think the fact xp from exploration is a limited resource which forces you to fight barbarians and other players early on makes things more interactive. I'll think about another way for the unit to gain bonus xp.

Also, it feels like it's implying cannibalism. :lol: Don't know much about the Shoshone, but I don't think think they were into eating people.

No, but the Comanche integrated the people they beat into their society, thus the two yields made sense thematically (plus, production from kills is already taken, gold and faith too). That said, I'm still not sure about what to do for the Lords of the Plains promotion. I'll think about it.
 
I think the border growth points could be fine on their own, if the numbers were high enough; though as I think about it, that does feel like it starts causing some overlap with Russia. Could be quite fun with God of the Expanse, except that it's basically impossible to get unless you're India or Byzantium.
 
Since this kind of bonus is part of the unit itself, and not the promotion, it would be lost on upgrade, and so you have to reach lvl 4 with the UU, and not a Scout or Explorer.

Oh yeah I thought it was stay on upgrade, that sounds good.
However the UA part of levelling recon units is still there
 
I think the border growth points could be fine on their own, if the numbers were high enough; though as I think about it, that does feel like it starts causing some overlap with Russia. Could be quite fun with God of the Expanse, except that it's basically impossible to get unless you're India or Byzantium.

Russia, Spain, America, Epona Celts, they all get something else from expanding, and sometimes reduced cost. Shoshone would be the only ones with bonuses dedicated solely to expansion : what you do with it is up to you (Authority + Tradition + God of the Expanse + Cathedral for example). In the end, it is only a matter of numbers : if we can make the border growth of the civ relevant through this method, then it can powerful by itself (and even more powerful than other expansion civs in a good scenario).

However the UA part of levelling recon units is still there

Yes, in addition to the faith / science on leveling up of the UU (that part would be transmitted to the upgraded units whatever their unit line).
 
The only serious concern I still have about this is that the "upgrade" part of the ARuins can ruin your unit by removing the part about Animal Guardians, hence why I still consider keeping the ARuins choice bonus.

Oh yea, that would be absolutely game ruining (no pun intended). And it isnt something that could be made a promotion that would stay on upgrade then I take it?
 
Oh yea, that would be absolutely game ruining (no pun intended). And it isnt something that could be made a promotion that would stay on upgrade then I take it?

I think the solution in that case could be to make so that, in that particular situation, the unit is upgraded into the Eagle Guardian version of the Scout, so that you don't lose much at least. But to be honest I'm not really sure how it could be done in Lua.
 
I’ll read over the details later, but I 100% that the ancient ruins bonus has to go.

It’s too common a feature that is removed to make it the crux of a civ.
 
Feels like the biggest overlap is with Rome, who also gets more tiles for conquest, but through a different method.

FWIW I have no problem with the Shoshone and I don’t see much point in changing them. Deactivating ruins is a non-standard setting, and as with all map settings, you will strengthen/ weaken certain civs by doing that. It’s a common setting to deactivate, but so is internal oceans and a host of other things. Rather than going after Shoshone, people should do us all the courtesy of being honest with what their problem is, which is with ruins being activated by default. I will then disagree with them on that, tooth and nail, but at least we won’t be using the Shoshone as a red herring.

Otherwise, the shoshone are a meat and potatoes basic civ like Poland, and having some of those strong but straightforward options serves a purpose. Adding yet another “gain a city” bonus is not my cup of tea.

and with that I’ll keep quiet.
 
people should do us all the courtesy of being honest with what their problem is, which is with ruins being activated by default.

Honestly, I've long wanted the ability for some civs to have a "backup" unique they switch to when specific options are enabled that hamper them. The Shoshone are the biggest reason for this thought, but there are a few others like England when espionage is disabled. I also think it's too much work to be worth doing, but it'd be nice if it happened.

Adding yet another “gain a city” bonus is not my cup of tea.

I actually agree with this; I completely overlooked that part of the proposed UA. I was focusing entirely on the recon-related changes, which I like a lot.

I don't even disagree with your "meat and potatoes" argument, in principle; my only thing is that I really like for every civ to have something unique enough to alter the base playstyle somewhat, which civs like Shoshone, Poland and China really don't. They all simply reward bog-standard Civ play to one degree or another, and I don't find that interesting or compelling. I like to be able to roll a random civ and be excited no matter who comes up; right now if I see the Shoshone come up, I'm bored before the game even begins.
 
Shoshone works fine as a Progress Civ. The problem is how the Expanse pantheon is set up, and Ancient Ruins balance.
 
I would just change the UA, to add this:
"Discovering a Natural wonder, City State, Civilization, barb camp, leveling up a scouting unit, [other exploring things] spawns an ancient ruin nearby"
So that the UA works without ancient ruins.

I'd rather it just gave the ruin bonus directly instead of spawning a ruin that a nearby AI scout is 100% going to take before you, but otherwise this is a very elegant solution.
 
I'd rather it just gave the ruin bonus directly instead of spawning a ruin that a nearby AI scout is 100% going to take before you, but otherwise this is a very elegant solution.
Depends. Maybe make it spawn within 2 tiles of a pathfin- Recon unit?
Why would people turn off ancient ruins in the first place? They don't do anything gamebreaking
 
I would just change the UA, to add this:
"Discovering a Natural wonder, City State, Civilization, barb camp, leveling up a scouting unit, [other exploring things] spawns an ancient ruin nearby"
So that the UA works without ancient ruins.

In the current state of the Ancient Ruins, I simply can't support this : the amount of variability between the power levels of the different bonuses is just too great for that.

A year ago, I argued that the Ancient Ruins should either be reworked (with a less random system allowing tiers of power) or rebalanced (keep the fully random nature of the thing, but make sure that all bonuses are of equal value as much as possible). We debated, we pointed out the problems... and nothing has ever changed.

Thus I simply designed the new kit to take the fact that Ancient Ruins don't seem to be changing any time soon into account... by simply removing them entirely from it. To be honest, the least amount of power variability I see in a game randomized elements, the better I do.

I actually agree with this; I completely overlooked that part of the proposed UA. I was focusing entirely on the recon-related changes, which I like a lot.

Nothing forbids us from limiting the Border Growth points gain to City settling (not conquest) and Recon Unit level up (each with specific values of course).
 
Why would people turn off ancient ruins in the first place? They don't do anything gamebreaking

Variance-based early game bonuses are fine as a concept, but they either be as balanced as possible in term of reward, offer a tier system, or not be random at all (think runes in LoL or Jewels in Armello). In its current form, I think the Ancient Ruins are one of the aspects of Vox Populi most needing a change... but I already argued about it enough, and nothing has changed, so I just chose to simply always turn off the mechanic. The fact that it bares me from playing a civ (Shoshones or 4UC Maya) at its full power because of this bothers me greatly though, hence this rework proposition.
 
Rather than going after Shoshone, people should do us all the courtesy of being honest with what their problem is

I think complaints about the Shosone can be broken down into two main categories:
  • Design
  • Balance
Design has to do mostly with the ancient ruins issue, which has always been pretty controversial . I personally always have ancient ruins on, so I will mostly be talking about balance, as I think that is the bigger issue assuming you have ancient ruins on.

Balance

I think Shoshone is currently one of the weakest civs (on standard Diety), especially now that other civs like Indonesia have been reworked and Germany is being reworked. I remember Milae saying that the bottom 3 civs were Germany, Siam, and Shoshone, and that is pretty in line with my own experience. However, Germany and Siam both recently got buffed, while Shoshone does not seem to be getting any attention.

The biggest contributing factor imo is that Comanche Riders don't fit into the kit and are just straight up very weak for a UU.

First, now that the Panzer is gone, Comanche Riders are tied for the latest UU with the other Cavalry replacements. In the Germany discussion, it has already been established how a late UU is worse generally than an early UU. But unlike the Panzer, Comanche Riders do not nearly have strong enough promotions to compensate.

Mounted ranged units excel at defending your own territory, as they can leverage your road network to concentrate a ton of firepower on a single space. Because of this, when using them defensively, you rarely ever need to put mounted ranged units in danger of being attacked by melee units, so the withdraw chance
rarely comes into play. Obviously, pillaging is useless when fighting in your own territory. The extra movement is useful, but much less so on defense because you have your own roads. If you look at the mobility promotions of other mounted ranged UU's, it also pales in comparison to the Hussar's Lightning Warfare and the Berber Calvary's ignore terrain. The Shoshone's kit is based around versatility and defending your own territory, and the Comanche Riders are often no better than the base Calvary at defending.

Also, because of how late they come, Comanche Riders don't even do what they are supposed to offensively. On higher difficulties, AI civs all have a huge mass of units late in the game, and you cannot just send in a couple of lone troops to harass a civ, as the Comanche Rider's promotions suggest it excels at doing. To accomplish anything meaningful in a war late game, unless if you already are winning the war, you usually need to send in a full, balanced army. It's a terrible idea to use mounted ranged units as your front line, and even if you were to, you couldn't take much advantage of the withdraw from melee chance since your own units would get in the way. Note that because of this its true in general that withdraw chance is worse when armies are larger, as is the case the later in the game you are. Also, even when used offensively, mounted ranged units generally take much less damage due to their mobility and their range, so being able to pillage to heal without using MP is much less useful than if it were on a mounted melee unit, for example.

These would be good promotions for a skirmisher UU, since early game, there are just less units everywhere and so the playstyle of running in, pillaging some tiles, harassing some units, etc. while dodging their melee units would be effective. The fact that the Comanche Riders come so late though just makes their bonuses relatively useless more often than not.

So, is the problem that the base unit, the Cavalry, is the actual problem, not the Comanche Rider? I don' t think so, because I find the other cavalry replacements, the Cossack and the Berber Cavalry, are in a good spot.
  • Cossack - this just has a ton of damage stacking promotions so they end up extremely dangerous. Under favorable conditions, i.e. if your target cannot retreat and is wounded, withering fire + damaged enemy bonus outdamage Logistics on average, so they are real force multiplying promotions. Unlike withdraw chance, Withering Fire gets better the more crowded your opponent's army is, fitting for the late game in which it appears in.
  • Berber Cavalry - Ignore terrain costs is probably the best movement promotion and is especially good on mounted ranged. It enables you to concentrate far more units onto a single space in most terrain, so it is a significant force multiplier. It is versatile on both offense and defense, while Homeland Guardian alone makes Berber Calvary a better defender than Comanche Riders. If this unit didn't exist, these promotions would fit in perfectly with the Shoshone's kit.
Also, as I stated before, Hussar's get lightning warfare, which alone is better than all of the promotions Comanche Riders have, and they come an era earlier. I know you can't just compare UUs from different civs in a vacuum, since they depend on their overall kit, but Comanche Riders are both weak and don't fit into the Shoshone's kit.

To summarize, the Comanche Riders have awkward promotions that fit neither the unit type, nor the era in which it appears in, nor the civ it is a UU for.

I like Hinin's pathfinder suggestion, as it seems far more useful, and much more interesting than the Comanche Rider. I honestly don't think the Shoshone needs a mounted ranged UU, as it is extremely good a defending already. But if we were to keep it, it definitely needs much more oomph for how late it is. I tweaked the UU on my own to give it Logistics, and it felt about right. Something on that level of power is needed imo.

I could also go on about how Encampments are also in a weird spot, since they are still very often not worked in favor of villages mid-game, and their defensive utility is highly variable, but the bigger issue is the Comanche Riders.

Design

I won't touch too much on this, as it is already mostly covered, but the main complaint with design is that ancient ruins are not a good mechanic to base a UA off of, because 1) They are too random and 2) It is frequently toggled off.

I think the main problem is that the balance of the UA depends entirely on the balance of ancient ruins themselves, which are currently not in the best spot right now. I'm also inclined to agree that variability is a big issue, because something as simple as sending your pathfinder in the wrong direction in the first few turns of the game can make you lose half of your UA. Because of this, I do support changing the UA to not have to do with ancient ruins, but I don't feel that strongly on this.
 
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I found Shoshone a solid civ when it played Progress, but a big part of that was God of the Open Sky being a very strong pantheon and getting a semi-isolated continent to myself to plant a bunch of cities. If it wasn't for that pantheon, the Encampment might have been borderline too weak, and it gets its buff quite late. A small classical or medieval buff would be nice. The Buffalo Pound is decent (Though it means you really want Fresh Water to get both, and the difference between cities that had fresh water, and those that didn't was noticeable). But both UU I really didn't find that useful. The Yellow Brow was fine but I was already doing fine on my own territory, and I agree that the Comanche Rider has very little use.

I don't think Shoshone need to be made a God of the Expanse Civ. There are already lots of other civs that can make use of that pantheon. And quite a few civs are pigeonholed to Tradition or Authority, it isn't that bad that they are Progress.

But yeah, Ancient Ruins really need an overhaul.
 
This is the only civ that gets more land when settling, but they don't really get anything that much to improve it with.
I don't know about buffing ancient ruins, this could change too much in terms of balance. I would like a buff to the free tech one, though. Only getting ancient techs makes it useless
Or maybe just add a new option, the more land option for shoshone is pretty much useless.
I suppose the UA is about the Shoshone being excellent scouts or something, so I'd keep the ancient ruin.
Buffalo pound isn't that great, considering you will have to stop settling cities eventually.
I'd say the Encampment is good, but there are way too few techs that boost it. IIRC - Gunpowder and Rifling, both getting new land units. I'd say maybe adding a bonus to something like Steel, maybe?
There's weaker UU's, obviously, but the Comanche Rider coming so late plays a big part in it's usefulness. I'd say they're average, I didn't really notice anything interesting with them.
Yellow brow plays in line with the UA - defend your lands. But that's pretty much it. Gets 3 more combat strength (28 vs 25).
I wouldn't say they're the weakest, obviously. America hasn't been changed for some time and they're also an expansive civ.
Shoshone ain't half bad of a progress civ, but generally progress is just weak. There's a policy that gives a 15% bonus for buildings and gives culture. Really weak and doesn't help that much
 
Funny how Shoshone went from being a very solid civ in vanilla to a relatively mediocre one in VP just by pretty much not changing (in fact it actually technically got a buff with the Encampments).

It seems a bit late to rework the Shoshone at this point in the base mod. The extra tiles is anti-synergistic with most border expansion bonuses, I think it's fine though, because there are plenty of civs that have conventional border growth bonuses, you can think of Shoshone as just not needing extra bonuses.

I think the Encampment could use a little bit more flavor though because it is honestly the most uninteresting UI in terms of yields in my opinion. What about extra :c5production: from adjacent Horses/Bison or something?
 
Funny how Shoshone went from being a very solid civ in vanilla to a relatively mediocre one in VP just by pretty much not changing (in fact it actually technically got a buff with the Encampments).

It seems a bit late to rework the Shoshone at this point in the base mod. The extra tiles is anti-synergistic with most border expansion bonuses, I think it's fine though, because there are plenty of civs that have conventional border growth bonuses, you can think of Shoshone as just not needing extra bonuses.

I think the Encampment could use a little bit more flavor though because it is honestly the most uninteresting UI in terms of yields in my opinion. What about extra :c5production: from adjacent Horses/Bison or something?
From what I saw, the encampment can be built in snow tiles, so I don't know, maybe +1 food and production to adjacent tiles? This could make tundra a half viable start considering if two encampments are next to eachother (1 tile apart, of course), this would make a snow tile give 2 food 2 production
 
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