Alternate Title: Encouraging The Doviello's War On Everything
So I really like the Doviello flavor-wise. I mean, they're basically a spartan group of Man's Men, a people who survived the Age of Ice by beating the everliving hell out of all that screwed with them in the frozen tundra. When everyone else was holing up in caves trying to stave off cabin fever, the Doviello just toughed it out in the wild, emerging from the Age of Ice with a minor case of frostbite and a terminal case of kicking your ass.
Which is why it bugs me that they're so weak in the late game. I mean, don't get me wrong-- I get that as it stands now, the Doviello are meant to be the Rushing Civ. But that doesn't appeal to most players, and I think I kinda get why: because in Fall from Heaven, winning the game by means of a rush mean forgoing the use of 90% of the really interesting and awesome mechanics in the game. Disciple units? Nope. Magic? Oh, hell no. Armageddon counter? Don't make me laugh. So that's where I'm coming from with this potential Unique Mechanic, to hopefully make the Doviello competitive in the late game, but not overpower them early on when they're already good enough. So here it is:
First, give the Doviello leaders the "Resourceful" trait, which gives all their units the "Scavenger I" promotion-- basically Bounty Hunter, but for 5 gold instead of 2 for each combat. But then, have Scavenger 1 unlock a line of promotions down the engineering tech path, as follows:
Scavenger II (requires Scavenger I, Construction (possibly Mathematics))
Grants +10% strength, +8 gold per combat.
Scavenger III (requires Scavenger II, Engineering)
Grants +10% strength, +13 gold per combat, +1 experience per combat
(It might be the number of gold per combat is too high or low, and I'll concede the numbers may need tweaking; the intent is to make the benefit equal to the opportunity cost of both the tech research and forgone promotions. It's the general idea I like.)
The way I see it, the other civs all have a choice between guns and butter-- military might, or economic strength. This would give the Doviello that choice too, but in their own style: the beakers used researching the Engineering line of techs would mean forgoing the metalworking line to some extent, resulting in a loss of brute military power, but an increase in the rewards from warfare. Which is thematic as a power vs. econ decision, because you don't play the Doviello if you want to be a peaceful builder chillin' with your cottages.
I also like this idea because it means going down the tech path leading to the Doviello's hero unit, which doesn't see much play in a lot of my Doviello games due to the generally peaceful nature of rest of the Engineering line.
So I really like the Doviello flavor-wise. I mean, they're basically a spartan group of Man's Men, a people who survived the Age of Ice by beating the everliving hell out of all that screwed with them in the frozen tundra. When everyone else was holing up in caves trying to stave off cabin fever, the Doviello just toughed it out in the wild, emerging from the Age of Ice with a minor case of frostbite and a terminal case of kicking your ass.
Which is why it bugs me that they're so weak in the late game. I mean, don't get me wrong-- I get that as it stands now, the Doviello are meant to be the Rushing Civ. But that doesn't appeal to most players, and I think I kinda get why: because in Fall from Heaven, winning the game by means of a rush mean forgoing the use of 90% of the really interesting and awesome mechanics in the game. Disciple units? Nope. Magic? Oh, hell no. Armageddon counter? Don't make me laugh. So that's where I'm coming from with this potential Unique Mechanic, to hopefully make the Doviello competitive in the late game, but not overpower them early on when they're already good enough. So here it is:
First, give the Doviello leaders the "Resourceful" trait, which gives all their units the "Scavenger I" promotion-- basically Bounty Hunter, but for 5 gold instead of 2 for each combat. But then, have Scavenger 1 unlock a line of promotions down the engineering tech path, as follows:
Scavenger II (requires Scavenger I, Construction (possibly Mathematics))
Grants +10% strength, +8 gold per combat.
Scavenger III (requires Scavenger II, Engineering)
Grants +10% strength, +13 gold per combat, +1 experience per combat
(It might be the number of gold per combat is too high or low, and I'll concede the numbers may need tweaking; the intent is to make the benefit equal to the opportunity cost of both the tech research and forgone promotions. It's the general idea I like.)
The way I see it, the other civs all have a choice between guns and butter-- military might, or economic strength. This would give the Doviello that choice too, but in their own style: the beakers used researching the Engineering line of techs would mean forgoing the metalworking line to some extent, resulting in a loss of brute military power, but an increase in the rewards from warfare. Which is thematic as a power vs. econ decision, because you don't play the Doviello if you want to be a peaceful builder chillin' with your cottages.
I also like this idea because it means going down the tech path leading to the Doviello's hero unit, which doesn't see much play in a lot of my Doviello games due to the generally peaceful nature of rest of the Engineering line.