Rekk
Deity
- Joined
- Dec 9, 2017
- Messages
- 2,725
His proposal is in the post you quoted.As you can imagine, I’m pretty invested in Spain’s design. Could you post what you plan to propose?
His proposal is in the post you quoted.As you can imagine, I’m pretty invested in Spain’s design. Could you post what you plan to propose?
I feel the difference is that SS improves a bad start, sea piles on already good start.It's just as S tier as Stars and Sky when you start on tundra.
I would want to do it seperate, though we can put in a clause of "if Proposal X is approved, please do Y" to help them play better together, but I think changing a civ and changing a religious belief is certainly something that should be seperate.I'm planning on submitting a change to Spain that also touches the Inquisition belief. Do you think your change would be an independent proposal group, or do you want to coordinate on adding the change in a single proposal?
Why, then, is the target Spain’s kit, and not her flavours? You’re right that she is geared much more expansionist right now than strictly warmongering, so why not adjust her AI biases to accommodate that?the flavor and main victory stance of Spain is domination, but there's actually very little direct support for waging a war built into the kit.
I’m against this. Both of these functionally translate into flat % combat modifiers against other civs pretty much all of the time, indistinguishable from giving all Spanish units flat % combat modifiers directly. It is the single most basic, conventional combat bonus, a pure steroid that offers no decisions and opens no new playstyles to Spain.How about:
- Remove the Inquisitor/free conversion piece from Reconquista (the UA).
- Replace this with combat bonuses:
- +15% for units within 6 tiles of a city with Spain's dominant religion (doesn't need to be founded by Spain) [maybe limit to owned cities, or smaller radius, for performance]
- +15% when fighting units from civs with a different dominant religion
- (Kind of like a free Defender of the Faith/Crusader Spirit that counts for naval, and which rewards converting border towns to your faith, then pushing on/from them)
Inquisition already lowers the cost of inquisitors by 33%. Giving free ones on top of that is redundant.Give the Free Inquisitor of your religion on conquest to the Inquisition belief
- Natural synergy with Spain's kit: you capture a city, get the inquisitor, convert it to your religion, then have a new 6-tile hub for the "my religion" bonus on the UA.
- This belief never really feels enticing, at least here it would give domination strategies an alternative to Defender/Crusader.
I don’t think you should submit a change like this while simultaneously trying to change everything else about spies. If spies turn out to be more “mobile” in the next iteration then this change deprives players of a potential strategic decision, and you might end up having to revert. I agree that as spies are right now, they move around slowly enough and there are too few incentives to put them anywhere other than a CS or a capital, so heavy pressure in 1 city isn’t enough of a carrot.Inquisition - Change spy bonus to "+15 pressure in all cities for a foreign civ per spy you have in that civ's cities" (wording needs work).
I agree that its best to hold on this one till we see how the espionage shakes out.I don’t think you should submit a change like this while simultaneously trying to change everything else about spies. If spies turn out to be more “mobile” in the next iteration then this change deprives players of a potential strategic decision, and you might end up having to revert. I agree that as spies are right now, they move around slowly enough and there are too few incentives to put them anywhere other than a CS or a capital, so heavy pressure in 1 city isn’t enough of a carrot.
An alternative: what if a spy in a city tripled your existing pressure against that city, instead of giving a flat amount? Then you could combine it with trade routes and passive pressure modifiers.
Biggest issue I see with this is that your missionaries may just turn into barbarian lunchmeat. Now if your missionaries were immune from barb capture THAT could be interesting.Doctrine of Discovery
Missionaries gain +2 Vision and generateAnd
when revealing tiles. Newly conquered cities gain 5000 of your religious pressure when captured.
Historically accurate. At least they'll keep them around safe and sound back at their camp.your missionaries may just turn into barbarian lunchmeat
I mean sure, but it also means I would likely never take this belief. What's the point of exploring with missionaries if they just get gobbled up by every barb that comes by? Keep in mind that on continent type maps later exploration has LOTS of barbs.Historically accurate. At least they'll keep them around safe and sound back at their camp.
This is an enhancer, meaning you would pick this belief around medieval. Long after you have already explored your continent, but before you unlock deep ocean to explore the sea/other landmasses. The place that will give the most yields is exploring the owned land of other civs in that phase (but you will need open borders so your missionaries don’t die). Barbs shouldn’t be a problem except on tiny remote islands.Biggest issue I see with this is that your missionaries may just turn into barbarian lunchmeat. Now if your missionaries were immune from barb capture THAT could be interesting.
I assure you, the theme is solidThe conquered cities benefit is certainly useful but doesn't seem thematic at all with the concept of "science and discovery"
On most communitas maps I play, there are plenty of barbs around the map when you start the age of exploration. Not to mention your new world style maps.This is an enhancer, meaning you would pick this belief around medieval. Long after you have already explored your continent, but before you unlock deep ocean to explore the sea/other landmasses. Barbs shouldn’t be a problem except on tiny remote islands at that point.
Yes the ocean, which is filled with barbarian shipsThe most unrevealed tiles would be inside the land of newly met civs and the ocean, where barbs shouldn’t be a main concern. If they were I would sooner add the barb conversion onto this belief than make missionaries immune, since that’s existing code and is a more active component.
If we did that with teh missionaries +2 vision, woudl the missionary get all of the exploration credit or would the skirmisher also get some of reveal? I'm not sure how much better the missionaries vision would be with +2 range.To be honest, needing to protect your missionary-explorer seems fine, were this kind of belief in the game A single skirmisher can pair with it and move about as fast.
Missionaries have a base sight range of 1, so it would give a radius of 3. Same as a base scout line unit. I’m unconcerned about missionaries being vulnerable to barbs. They can stack under your own or neutral military units, and as such have movement options that aren’t available to normal scouts. They can also enter foreign lands without open borders for just a penalty instead of being banned outright, and they can expend themselves onto a nearby city if things get too “hot”, so there’s a built-in escape hatch.If we did that with teh missionaries +2 vision, woudl the missionary get all of the exploration credit or would the skirmisher also get some of reveal? I'm not sure how much better the missionaries vision would be with +2 range
Spain has their faith purchase of ships, which is like a combat bonus. I haven’t had an opportunity to try a Spain game and feel if the faith purchases feel reasonable enough to be a real combat edge. They weren’t worth it in earlier versions.How about these for alternative "interesting" combat
bonuses that Spain could have:
- Units on a tile owned by a city following your religion get +10% flanking bonus.
- Missionaries and Inquisitors gain Leadership.