May 15th, 2015, 14:52
(This post was last modified: May 15th, 2015, 14:55 by Krill.)
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No, just the units that can take collateral get the free promotion.
Free promotions are a bitch to balance, you can't give free combat promotions because it fucks with Commando. I'm still thinking of changing Drill to be more useful and make D4 lead to commando but that one's up in the air. Free CG promotions need to be CG2 or CG3 but stacked with PRO that's just unfun. Free anti-unit class promotions also have the opportunity to be broken as fuck. Barrage is probably the only free promotion that is actually fine, although free B3 gives +50% collateral damage if free B1 is considered too weak.
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No. Not +100% XP. That shit would be terrifying.
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By the way.
(May 14th, 2015, 18:59)Krill Wrote: Here are is the expected techs for each civ:
Here are the UB and UU changes for the few civs that may need changing, considering the comments made in this thread a few months ago.
Thoughts? Kind of massively dislike the techs wildly changing, enough so that .4 would remain my preferred baseline easily.
Ethiopia's broken as hell, Japan is nicely redone, rest are fine and/or meh.
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Techs are done due to tech revaluation (tech cost scaling is implemented, all first row techs lowered to cost 35), and to remove the Mysticism start. Obviously not going with the SMEG mod 3 trait route, so civs still need to keep something.
Ethiopia, give us an idea then.
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I'm not particularly good at using specialists/GPs, but monument +2 merchants does sound like it could be ridiculously powerful in the right hands, given that great merchants generally come later and seem to be more widely useful than priests (or is that only true against AI with OB?). Sure, no one really builds monuments in RtR, but they're still dirt cheap, so that's not much of a barrier.
That said, I think this would definitely be a very interesting change, opening up new strategic possibilities both for early GPs and food-commerce conversion (if the ratio's worth it?). What if it was just +1 merchant. Would that be less broken, or just no longer worth using?
Also, no love for Agri/Myst? Or would it end up being the absolute default for anyone who wanted an early religion?
May 25th, 2015, 07:51
(This post was last modified: May 25th, 2015, 07:56 by Commodore.)
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Just one merchant seems in line. But the mysticism stripping makes me sad, don't see the need to screw up all of our memorized knowledge with those techs.
Edit: Though Inca getting the India stinker of Myst/Wheel I could get behind.
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I'm reconsidering the removal of Myst as a starting tech: with the lowering of starting tech costs and implementation of tech cost scaling it's probably not an issue to start with Myst, and leaving it up there should give a bit more intrigue in starting game tech paths.
I think the only early bulb for a GM that is great is Civil Service and that's not an easy bulb to make: you can use caste to get that anyway.
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(May 25th, 2015, 16:20)Krill Wrote: I think the only early bulb for a GM that is great is Civil Service and that's not an easy bulb to make: you can use caste to get that anyway. If bulbing Math to Oracle Currency is a mighty slingshot, why isn't Oracling Math (or Alpha) to bulb Currency?
May 25th, 2015, 16:57
(This post was last modified: May 25th, 2015, 16:57 by Krill.)
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I hate trade routes at Currency, but point taken.
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