CrabHelmet
King
- Joined
- Oct 25, 2017
- Messages
- 732
Why would we change anything about Shoshone? They're already really good.
Just finished a game with the Shoshone and noticed that mid-late game their UI wasn't being worked typically, which struck me as odd for a UI. Most UIs that I can think of are generally strong enough tiles that they would mostly be worked, with the exception being a city packed with great person improvements or working tons of specialists. However, it seemed like fairly ordinary tiles were stronger than the UI for satellite cities. I wonder if the camps don't need a few more upgrades throughout the tech tree to keep them strong later on?
Early game they were typically nice tiles, though.
It's 5 damage and 15% on tile, which is better than nothing, but overall fairly negligible. It combines with the friendly territory CS boost so it doesn't necessarily need to stand on its own in that respect.Isn't it's also a mini-citadel providing defensive bonus and damages adjacent unit?
I don't know guys. I would so much rather have encampments than UI such as Polders. I don't having fewer yields than a UI which unlocks 2 eras later is a very good argument that its weak.
You can make whatever argument you want on paper, but I have a 100% win rate with Shoshone and I'm confident the encampment is a huge part of that. The yields, not the 5 damage thing (its much stronger on paper than in practice). I'm including multiplayer here; after playing the mod for years (I think) I've literally never lost a game with Shoshone. It's the only civ I can say that about. If I was going to buff Shoshone, I'd look at the UU which is frankly pretty useless.
Brazilwood camps too.Right now the only improvements that don't remove forests/jungles (besides Lumber camps/mills) are Kasbahs and Kunas. Kasbahs don't remove forests/jungles due to their strict placement rules, and Kunas can only be built on them, so their yields are balanced around this.