ecawilson
Warlord
User in Discord General "Otto" Urist noticed a problem and asked a question just a little over 24 hours ago. In conversation and light research, a few inconsistencies came to light:
1) Subdued Sea Animals aren't possible to attain, currently, until the tech Commercial Whaling, a Medieval era tech, and those are only the smallest sea animals.
2) The Naval Standards (Animal mascot) building is only possible to build with subdued animals... or is available for free on Classical (instead of Medieval or Industrial) or later starts.
3) The larger Subdued Sea Animals aren't possible to attain, currently, until the tech Marine Biology, an Industrial Era tech.
4) The Master Sea Hunter building can only be built with a larger Subdued Sea Animal... or is available for free on Classical (instead of Medieval or Industrial) or later starts.
5) The Master Sea Hunter building benefits wooden (and less so, steam) ships built in that city, but wooden ships become obsolete in one of the first techs of the Industrial era.
6) The Wonders of the Deep building can only be built with a larger Subdued Sea Animal... or is available for free on Medieval (instead of Industrial) or later starts.
7) Saltwater crocodile definitions appear to be off, with the larger one much more difficult to subdue than any other sea animal, and the smaller one being defined as larger in some ways and smaller in others, making it the most valuable sea animal in the game until and through the Industrial Era.
A suggestion was that large sea animals be subdued at a different tech, probably Seafaring in the Ancient era, and that small sea animals be subdued at Sailing in the Ancient era. Another possibility is make is so that the Master Sea Hunter building (and other buildings) is not tied to subdued animals, and is possible to build before the Industrial era.
I believe that this has minimal impact on balance of commerce and research, as the Tales units are (mostly) just as likely to appear as the Subdued units (currently in the code), the only difference being the tech threshold. In addition, the Subdued units have all the same missions available to them as the Tales units, and then also have the 3 buildings I mentioned above, and a few others like Aquarium that are already gated at higher techs.
I believe this will have a slightly larger impact on sea units built by the player and AI, and lead to more value in hunting in the sea for civs that will later need to engage in naval warfare, as well as a slightly higher likelihood of Classical era boats surviving against barbarians or other non-promoted naval units.
Are there balance issues I haven't thought of? Am I incorrect in my assessment in how much this will impact current balance? Will this impact current members' projects?
1) Subdued Sea Animals aren't possible to attain, currently, until the tech Commercial Whaling, a Medieval era tech, and those are only the smallest sea animals.
2) The Naval Standards (Animal mascot) building is only possible to build with subdued animals... or is available for free on Classical (instead of Medieval or Industrial) or later starts.
3) The larger Subdued Sea Animals aren't possible to attain, currently, until the tech Marine Biology, an Industrial Era tech.
4) The Master Sea Hunter building can only be built with a larger Subdued Sea Animal... or is available for free on Classical (instead of Medieval or Industrial) or later starts.
5) The Master Sea Hunter building benefits wooden (and less so, steam) ships built in that city, but wooden ships become obsolete in one of the first techs of the Industrial era.
6) The Wonders of the Deep building can only be built with a larger Subdued Sea Animal... or is available for free on Medieval (instead of Industrial) or later starts.
7) Saltwater crocodile definitions appear to be off, with the larger one much more difficult to subdue than any other sea animal, and the smaller one being defined as larger in some ways and smaller in others, making it the most valuable sea animal in the game until and through the Industrial Era.
A suggestion was that large sea animals be subdued at a different tech, probably Seafaring in the Ancient era, and that small sea animals be subdued at Sailing in the Ancient era. Another possibility is make is so that the Master Sea Hunter building (and other buildings) is not tied to subdued animals, and is possible to build before the Industrial era.
I believe that this has minimal impact on balance of commerce and research, as the Tales units are (mostly) just as likely to appear as the Subdued units (currently in the code), the only difference being the tech threshold. In addition, the Subdued units have all the same missions available to them as the Tales units, and then also have the 3 buildings I mentioned above, and a few others like Aquarium that are already gated at higher techs.
I believe this will have a slightly larger impact on sea units built by the player and AI, and lead to more value in hunting in the sea for civs that will later need to engage in naval warfare, as well as a slightly higher likelihood of Classical era boats surviving against barbarians or other non-promoted naval units.
Are there balance issues I haven't thought of? Am I incorrect in my assessment in how much this will impact current balance? Will this impact current members' projects?