Impaler[WrG] said:
I got the PM Ket forwarded, theirs a lot their and you have obviosly put a lot of thought into it, I'll give some general impressions right now and maybe follow up with some specific feedback once the next version comes out.
I see your trying to eliminate the possibility of a promotion becoming useless in the later parts of the game, sepcificaly the Melle, Ranged and Mounted promotions. I think the best solution would be to redo the Combat types.
Melle + GunPowder -> Infantry
Archery -> Ranged
Mounted + Armor -> Mobile
Seige -> Artilery
That would make things look cleaner, certainly. I think, however, that the current setup is satisfactory; promotions can apply to more than one unit type, and I've avoided going above 2 types per promotion so as not to clutter things. Also, some units which I think should be reclassified (Elephants come to mind; I would put them as Melee units) which might not fit as well in a simplified combat types system. My original idea had me adding "Soft" and "Hard" unit types specifically for the modern era (and removing "Armored").
Impaler[WrG] said:
I like Navel divisions of Transport, Warships, Submarines (Carriers should be a transport)
The Naval Divisions I had planned for were Transports, Warships, Escorts, and Submarines; one of my central desires was to make 'fleet' stacks more important (Warships providing Naval Cover and siege capacity, Escorts providing visibility/Anti-Aircraft/Anti-Submarine Cover, Transports providing the "functional" part of a fleet [carrying aircraft/troops], and Submarines operating independently to ensure that unescorted ships are destroyed). I also wanted to increase ship movement dramatically, to make naval operations more important. My central worry on that front is AI capacity to understand the need for fleets. (I usually see it running around with one or two units, or a straight 1-to-1 ratio of warships to transports)
Impaler[WrG] said:
I like promotions with very narrow (idealy a single) effect and for their to be consistent mathematical patterns across the various types of promotions. Promotions should be as widly avalible as possible and any duplication should be avoided as much as possible. I think the Reduced ColateralDamage tag could have its own line of promotions that dose just that.
I tried to implement fairly straightforward patterns; however, the higher (in some cases highest) promotions on a given line have increasing returns since they require more tech/promotions/experience to get to. In places where there is more than one effect (usually the highest or next-to-highest level promotion) it is included to give the promotion more flavor, more desirability, as well as trying to make it more 'sensible'...Shock should be a more offensive trait and Cover a more defensive trait, etc. I'll arrange alternate promotion schemes for those which seperate reduced collateral into its own category and try to make things more singular....however, I was actually considering adding more effects to some lines (adding 1 additional promotion each for morale and discipline that expanded their effects).
Impaler[WrG] said:
Look at exploring the use of tags that Firaxis has not used such as the Kamikazi tag.
I didn't know there were any...I'll definitely check it out. I would question whether the AI was capable of dealing with a Kamikaze Promotion, though. What if they attach a great general to their brand new Modern Armor, promptly promote it with kamikaze and attack a Rifleman in an undeveloped civ?
Impaler[WrG] said:
(most people feel its a waste to use GG for leading units as it is)
That is exactly why I have the selection of promotions that only GG-promoted units can use. If you remove those, only the AI will be attaching GGs. I'd rather that the player be tempted into attaching GGs to create a potential super-unit instead of just settling them all as instructors.
Impaler[WrG] said:
I think the Medic Promotion should be killed or restricted to specific "Field Medic" units which will be added to the tech tree at various points. Medics should be built specificaly for thouse roles rather then be the result of combat experience (why should all that killing teach them how to heal?)
A better question is why does a military unit killing another unit in 3000 BC give it experience (and a specific tactical bonus) that lasts until 2000 AD? I consider experience and promotions to be one of the most abstracted parts of the game, and so I don't see any issue with a unit's attached field medics gaining enough experience dealing with wounded soldiers for the unit to get a "Medic I" promotion. I have more of an issue with club-armed tribesmen having a red cross badge

which is why I made Medic require Biology.