Yes, the resistance thingy makes sense to me
So you say that a promo
+10% Strenght = +5% Capture and -10% Strenght?
More like:
+10% Strength = +10% Capture and -10% Strength
or
+20% Strength = +5% Capture
Something along those lines. If you were to develop a line of capture promos I'd set them at +10% Capture and -10% Strength and that should mean a net benefit which would equate to roughly the +10% Strength of the Combat promotion modifiers.
Seems strange I know but...
Think for a moment if you're looking to promote your unit. Let's say the unit already has something like three combat promotions (3 stars). You can choose a 4th star (another 10%) or a Submit promotion (or whatever we call this line) which gives you +10% Capture and -10% Strength.
Hard to say which you'd want right? That's because overall benefit-wise they're in balance. If your unit had a bit more strength it could stand to lose some and still be a really strong unit so maybe it might be best to take the 4th combat promotion then on the next promo the capture one... unless capturing is what this unit is really for in your opinion, perhaps the stack its in has some heavy hitting collateral and this guy's mostly just going to be for mopping up damaged units from here. Yeah, in this case definitely go for the Submit promo. This is how I consider things 'in-balance', when the decision is not going to be standardly obvious for every situation.
What I like to do mathematically with promos is to have Minor and Major lines. The major lines are accessed by unitcombats that are very much specifically good at that particular type of skill. Those I start at 10% then each step I add another 5% cumulatively so 10%, 15%, 20%, 25% for example.
Then the minor lines are for the unit types that CAN develop the ability but not with the same gusto as the specialists so that it becomes infrequently useful for some specialized applications or if the best promos are already all taken and we're just developing out a super promoted unit already. For those I start with 5% then add another 5% cumulative so 5%, 10%, 15%, 20%. All total, it ends up being 20% less at the maximum cap from the Major line.
Then I like to add a bonus at the last step or a slight gradually increasing benefit or reducing penalty as the line goes on. (If there's a rational tag to utilize for it anyhow.) A reward for taking the promotion all the way to the end of the line.
So it might be something like 10% Capture, -10% Combat at first, then 15% Capture, -10% Combat (getting a little better to take with each one), then 20% Capture, -10% Combat, then 25% Capture, -5% Combat, then 30% Capture, no combat penalty.
Just some suggestions...
Then the Civics will be most certainly adjusted soon. What I like to achive is to be able to develope 100% capture units. They could have a lot of - Strenght, I don't really care (thats where Catapults are for.)
Having a unit with over 100% capture should be rather possible with civic selections alone with what we've worked up so far shouldn't it? Then its up to your opponents to consider how to setup their civics to resist if they care to.
Then I will keep the Promotions in the Google.doc. Feel free to comment on promos that (in your opinion) don't deserve modifiers.
I'll take a look tomorrow morning.
I would have thought that places to hide during the battle would increase the number of captives if you take the city or parts of it because you have more time to hunt them out after the battle.
Good thinking but it would depend on the complexity or potential complexity of those hiding places being actually effective. Also, the battle isn't always over after one combat right? It's over once the city is taken. But I'll concede to your thinking to some extent.
So the more complex the housing, the more capable they would be at offering resistance, but they'd start with negative resistance at first and gradually improve into a positive. Better developed housing would leave room for troops to hide out in walls, ceilings, basements etc but simpler housing would be obvious places to corner the enemy when he's weak and injured.