#1 05.12.2016 18:03:12

wieder
Administrator
Posts: 834

Boosting Fundamentalism and making it relevant in the early game

Fundamentalism has been a very unpopular form of government in the early game. Also, despite changing the settings for crusaders those have been very rarely used. The idea is to make crusaders an unique unit to fundamentalism and also slightly tweak the values to make them work more like early fanatics. This was actually partly inspired by the original game help text telling that crusaders are "warriors driven by a higher cause".

Would this work for LT37?

Only a nation with fundamentalism as the from of government and with the knowledge of navigation would be able to build crusaders. A crusader would have 20 hit points and both attack and defense would be 2. There would be 4 moves. The cost for building a crusader would be 25. There would be no upkeep for a crusader for as the government remains as fundamentalism.

In comparison a musketeer costs 40, has 20 hp and both attack and defense are 3.


[unit_crusaders]
name          = _("Crusaders")
class         = "Land"
tech_req      = "Navigation"
gov_req       = "Fundamentalism"
obsolete_by   = "Fanatics"
graphic       = "u.crusaders"
graphic_alt   = "u.knights"
sound_move    = "m_crusaders"
sound_move_alt = "m_generic"
sound_fight   = "f_crusaders"
sound_fight_alt = "f_generic"
build_cost    = 25
pop_cost      = 0
attack        = 2
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Fanatic", "Capturer"
roles         = "AttackFast", "Hunter"
helptext      = _("\
Crusaders are highly disciplined mounted\
warriors driven by a higher cause.\
Fundamentalist nations can maintain Crusader units without\
having to pay any upkeep nor causing military unhappiness. \
")

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#2 09.12.2016 09:41:50

wieder
Administrator
Posts: 834

Re: Boosting Fundamentalism and making it relevant in the early game

I guess we are going to keep these settings. The feedback from the test game has been positive and the combo of fundamentalism + crusaders might be another way for winning the game instead the old strategy of getting gunpowder as fast as possible.

Please let me know if you have ideas about how to fine tune these new settings. Also, comments are very welcome.

Can you think of some other units or stuff that's rarely used and could be made more interesting?

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#3 10.12.2016 00:43:46

mmm2
Player
Posts: 575

Re: Boosting Fundamentalism and making it relevant in the early game

the test game ended.. restart so we can test changes...

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#4 10.12.2016 13:59:57

wieder
Administrator
Posts: 834

Re: Boosting Fundamentalism and making it relevant in the early game

I'll update the players and check if there are more changes to be made. This will take maybe an hour or less and I'll ask for a restart soon after that.

Mmm2, I also added you to the test game even while you haven't joined the game.

If there are more ideas about how to make less popular units relevant, let me know about those.

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#5 10.12.2016 14:50:41

Kryon
Player
Posts: 331

Re: Boosting Fundamentalism and making it relevant in the early game

It has been very long since players joined. I suggest you start confirmations so that active players are known.

Last edited by Kryon (10.12.2016 14:51:26)

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#6 10.12.2016 15:39:45

wieder
Administrator
Posts: 834

Re: Boosting Fundamentalism and making it relevant in the early game

Maybe we could start in early January and open the confirmations. Thanks! A very good idea!

I was also thinking about asking for additional confirmations for some new players. In the past too many new players have not been able to actually play the game. I was thinking about asking the new players to both confirm and also connecting to the test game so that we know they can actually play.

It wouldn't be too nice if the game would have 20 idlers from the start.

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