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[gameplay] new Gaul team bonus
Needs ReviewPublic

Authored by Nescio on Wed, Mar 25, 7:33 PM.

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Summary

As pointed out by @Genava55 on the forums, the current Gaul team bonus (technologies −20% research time) is rather problematic, because the Gauls were not really technological advanced, and there is no good reason why their allies ought to be.
This patch replaces with the team bonus with a 20% cost and time discount on Blacksmith technologies, which is historically justified, since arms were one of the major export products of the Gauls.

Test Plan

Agree this is an improvement.

Event Timeline

Nescio created this revision.Wed, Mar 25, 7:33 PM
Owners added a subscriber: Restricted Owners Package.Wed, Mar 25, 7:33 PM

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1907/display/redirect

Nescio updated this revision to Diff 11551.Wed, Mar 25, 7:54 PM

food, wood, stone, metal

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1908/display/redirect

Looking at it from a balancing POV the value of 20% seems to be pretty good. The average blacksmith researches include infantry armor and ranged infantry attack and this teambonus would save 600W, 200F, 100S, 210M and 24 seconds. So overall I think it would be a very useful teambonus, but also not overwhelming.

Stan added a subscriber: Stan.Wed, Mar 25, 11:51 PM

Looking at it from a balancing POV the value of 20% seems to be pretty good. The average blacksmith researches include infantry armor and ranged infantry attack and this teambonus would save 600W, 200F, 100S, 210M and 24 seconds. So overall I think it would be a very useful teambonus, but also not overwhelming.

Does this require further testing?

badosu added a subscriber: badosu.Thu, Mar 26, 2:09 AM
This comment was removed by badosu.

Does this require further testing?

It's always best to playtest changes. In general 4v4s are the most played and so 3 players would be getting the bonus. If none of the players decide to be more creative and go for the usual ranged infantry upgrades then the resources saved would be 1800W, 600F, 300S, 630M and 72 seconds. As blacksmith techs are generally researched after reaching Phase 3 then the teambonus doesn't come into play for a while. I suppose if we want to stay more on the side of safety then 15% would be better.