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[gameplay] reduce cavalry gather rate
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Authored by Nescio on Mar 2 2018, 10:29 PM.


Group Reviewers

This patch reduces cavalry meat gather rate from 5 to 3. For comparison, basic infantry, female citizens, and slaves have only 1.
When hunting, cavalry already greatly benefit from double resource capacity (20 vs 10), higher movement speed, more health, and slightly better attack damage and range.

Original patch by @temple.

Alternative: D2498.

Test Plan

Play-test a couple of games, decide whether the proposed value is appropiate.

Event Timeline

temple created this revision.Mar 2 2018, 10:29 PM
temple added subscribers: Hannibal_Barca, Grugnas.
elexis added a subscriber: elexis.Mar 2 2018, 10:37 PM

Other than that likely agree.

But might want to get @Hannibal_Barca and @Grugnas opinion

15 ↗(On Diff #6006)

It was just an argument that we could have this kind of thing to account, but I'm not sure if we really need it as we have that other tech.
But probably not bad to add it.

Notice this won't do much about cav hunting being OP as the shuttle capacity nerf is much more significant (walk time) but is only good for compensating corral production.

Ok for late game. Can be more expensive then presumably.

5 ↗(On Diff #6006)

Probably should not supersede, unrelated? Could be researched simultaenously if people want to.


That's harsh and ok to have a harsh hunting nerf.

ffm proposed a year or two ago to let the basket tech apply to cavalry too.
This would sound like a good way to compensate throughout the game, right?

Nescio added a subscriber: Nescio.Mar 2 2018, 11:12 PM

Currently infantry, females, and slaves have a food.meat gather rate of 1 and a capacity if 10; they also have the “Worker” class, which means they benefit from farmstead and storehouse technologies.
Cavalry has a food.meat gather rate of 5 and a capacity of 20. I'd recommend to just lower the rate to 2 (twice as high as infantry) and keep their capacity unchanged at 20. Introducing a cavalry-specific technology seems unnecessary to me,
And if a hunting research is to be introduced, it probably should affect workers as well (and only increase gather rate, not capacity).

Vulcan added a subscriber: Vulcan.Mar 3 2018, 2:14 AM

Successful build - Chance fights ever on the side of the prudent.

Link to build:

While i agree with the initiative, i still don't feel comfortable with women able to gather meat at same rate of soldiers, and probably with the fact that infantry have different gather rate than cavalry where the only real advantage is to use horses to be able to chase animals and faster delivery meat to dropsites.
Other than that, I am of the opinion that the "gather_animals_stockbreeding" is obsolete as it is a must to search anyway for a continuous flow of meat gathering. So why don't just fix corrals training time at "researched tech" training time and remove that tech replacing it with a cavalry only heardable gather increase? 5x gather rate is fine for corrals gathering.

the "gather_animals_stockbreeding" is obsolete as it is a must to search anyway for a continuous flow of meat gathering

That is true, the tech is always researched before the first animal is trained. So the tech must be reshaped. Can be done elsewhere though, feel free to do a separate patch.

We should also mention that there are a people (@wowgetoffyourcellphone iirc) who prefer to remove the corral production queue altogether and
have corrals to work the way they were envisioned in a previous development cycle.
If I understand correctly, one was supposed to capture sheep, then garrison them at a corral and receive a trickle.

Perhaps we can have both, I really like the sheep training, but it must be limited probably (sheep population limit).

12 ↗(On Diff #6006)

2*+100% is a lot more effect than other eco and attack techs have. Perhaps that could become two techs. Either a separate tech for cavalry baskets or making the existing basket techs apply to cavalry as well. Maybe it should cost more than that as well.

14 ↗(On Diff #6006)


5 ↗(On Diff #6006)

Wouldn't it result in more strategically complex gameplay if players can chose when they want to research each tech rather than requiring them to go through one path of research and having them pay a possibly unwanted tech?


(Still seems like a harsh nerf when not having the tech researched, but might be ok.)

wraitii added a reviewer: Restricted Owners Package.May 14 2018, 11:57 AM
elexis edited reviewers, added: Restricted Owners Package; removed: Restricted Owners Package.May 14 2018, 12:00 PM
Nescio retitled this revision from Reduce cavalry gather rate to [gameplay] Reduce cavalry gather rate.Mar 19 2020, 10:53 AM
Nescio commandeered this revision.Jul 16 2020, 11:45 AM
Nescio added a reviewer: temple.
Nescio updated this revision to Diff 12707.Jul 16 2020, 11:52 AM
Nescio retitled this revision from [gameplay] Reduce cavalry gather rate to [gameplay] reduce cavalry gather rate.
Nescio edited the summary of this revision. (Show Details)
Nescio edited the test plan for this revision. (Show Details)
  • Do only what the title says.
Owners added a subscriber: Restricted Owners Package.Jul 16 2020, 11:52 AM

Successful build - Chance fights ever on the side of the prudent.

Link to build:

borg- added a subscriber: borg-.Jul 27 2020, 5:54 PM

Ill try reduce some times on my mod, and currect value seems better all times.

Nescio removed reviewers: Restricted Owners Package, temple.Aug 15 2020, 9:11 PM
borg- added a comment.Mar 5 2021, 1:49 PM

If scout is implemented, it may make sense to slow down hunting rate for the rest of the cavalry, while scout maintains the same current rate.