Unit Healing rates

Actually maintaining that 0 limit but purposely no giving enough way to fight diseases/crime as you pop growth would also be quite interesting. As your pop grows, you get more and more diseases until city growth is stopped altogether. Then, with tech advance, you become better at fighting disease and your city can grow a bit more. City size would then mostly depend on its food resources and disease-fighting buildings instead of maintaining a near-permanent advance for cities founded early on.
That is more or less how it's supposed to work now (the original idea behind disease property). Alternatively one could add a mix of bonus and penalty for too low diseases as well like "obsessive cleanliness" that give positive health at the cost of other things like negative happiness, less productivity or something. I think this might be annoying as one has to keep an even tighter watch on property values.
 
Off topic... wait, this will actually be on topic:

What do people think about "my take on promotions"? is there things here that anyone would like to see in the SVN?

There would be three main things to consider:
  1. Structure of promotion availability
  2. Promotion rebalancing
  3. Unit rebalancing (hunter, recon, strike teams)


EDIT: v0.9.2

-Mostly refinements to the unit tweaking I started on in the last version.
-Some changes to some promotions, don't rember what atm.
 
@Toffer,
Yes we did hijack your modmod thread, sorry. :blush:

I'm going to start a new thread for Modmod Diseases. All further discussion should take place there not here.

JosEPh :)
 
v0.9.4

-Made stat changes to all animals that are in core (I also made many changes to combat classes so there will be some oddities with animals that are still modulars), and to lots of regular units.

-All unagressive animals are now unable to attack
-All recons can now attack too, but with an attack penalty to strength.
-Tweaked some promotions further.
 
-All unagressive animals are now unable to attack

Been tried a couple of times before. It basically meant you can't capture those animals.

Hopefully your changes wont cause the same problem.

-All recons can now attack too, but with an attack penalty to strength.

Further erodes Right of Passage which allows any unit which can't attack to enter cultural borders. Scouts, explorers and other recon wont be able to enter the borders now.

Right of Passage agreement is broken. Two things broke it
1) Criminal Units

2) multiple combat classes for units​
Perhaps we should get rid of Right of Passage!
 
I quite like the idea of Right of Passage, but in practice, any civ that signs RoP is also willing to sign OB (and vice versa), so it doesn't mean that much.
 
Writing is Open Borders and Tech Trading, not RoP. :)
 
Further erodes Right of Passage which allows any unit which can't attack to enter cultural borders. Scouts, explorers and other recon wont be able to enter the borders now.

Right of Passage agreement is broken. Two things broke it
1) Criminal Units

2) multiple combat classes for units​
Perhaps we should get rid of Right of Passage!

Why is two wrongs considered to make a right around here? Break it, then get rid of it rather than fixing it.

Not the right place perhaps, but what specifically about Right of Passage makes it 'broken'?

I quite like the idea of Right of Passage, but in practice, any civ that signs RoP is also willing to sign OB (and vice versa), so it doesn't mean that much.

But they are not the same thing. At present in my Copper Age Celts game, there's no way I want military units swarming through my lands, but in the interests of friendly relations :rolleyes: I may allow unescorted guides (and merchants if it applies to them) to come for my ambushers to feast on.
 
It is broken because it only lets non combat units through but there are no longer any non combat units with all the new combat classes.

You can use criminal units to kill other nations non combat units without any effect basically getting the benefit of a RoP but with the ability to stop them using it. There should be a diplomatic penalty if a non combat unit gets killed by any criminal unit, including Warlords and Bandit units. After all you said it was safe for the nation to send non combat units so you are responsible for their safety.

Get rid of it - yes lets get rid of criminals and other unknown nationality units....
 
Been tried a couple of times before. It basically meant you can't capture those animals.

Hopefully your changes wont cause the same problem.
Would one always get hunting kill instead of subduing animals that cannot attack?

I've reduced most animals withdrawal rate, except for some specific birds. I've introduced damage resistance, armor piercing, repell and knockback to animals and early units too.

Further erodes Right of Passage which allows any unit which can't attack to enter cultural borders. Scouts, explorers and other recon wont be able to enter the borders now.
I didn't consider this at all....

But as you said, RoP is broken and should perhaps be temporarily removed from the game until fixed properly.
 
I didn't consider this at all....

But as you said, RoP is broken and should perhaps be temporarily removed from the game until fixed properly.

RoP was first so all the stuff that broke it should be temporarily removed not the other way around.

RoP lets UnitsOnlyDefensive or with zero base Combat strenght enter so maybe it should be expanded
  • to just don't let Units with certain combat classes like UNITCOMBAT_CRIMINAL enter
  • or a new UnitCombatInfo tag could be added to specify the combat classes which make units unable to enter
 
RoP was first so all the stuff that broke it should be temporarily removed not the other way around.

RoP lets UnitsOnlyDefensive or with zero base Combat strenght enter so maybe it should be expanded
  • to just don't let Units with certain combat classes like UNITCOMBAT_CRIMINAL enter
  • or a new UnitCombatInfo tag could be added to specify the combat classes which make units unable to enter

Sure criminals could easily be temporarily removed instead, but I imagine it would be a hell of a work to remove all the new combat classes temporarily.
 
Criminals have very occasional uses, such as removing a warlord from a fort that has been randomly built in your territory, but otherwise I'd be happy to see them removed.

As for RoP and OB, I don't instantly follow up with OB either, but I meant that the AI seems to treat them as one and the same.
 
Sure criminals could easily be temporarily removed instead, but I imagine it would be a hell of a work to remove all the new combat classes temporarily.

Those issues should have been figured out before those features where added.

RoP should use the effective combat strenght of a unit not just the base combat strenght. That way it would be aware of combat strenght changes from combat classes.

But criminals affect not just RoP they cause the same issues with OpenBorders. That is why they should be removed or maybe cost alot gold per turn to make using them less effective.
 
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