As reported by PhyZic and a numerous other players in previous alphas,
the current Entrenched Army camp decays within 14 seconds if left ungarrisoned,
which is way too short, since a player often has to be multitasking.
The balancing was changed in these commits:
rP11378 michael (added iberan CCs and) increased roman army camp HealthDecayRate from 4 to 5 with 3500HP
rP14388 michael (christmas special) added the "decay logistics" tech which still exists but isn't used anymore
rP15713 scythetwirler (alpha 17 rebalancing) removed "decay logistics" tech (but didn't remove the tech file) and changed max HP from 3600 to 2500
rP16550 sanderd17 (implemented capturing and) changed the HealthDecayRate of 10 to a loyalty point Decay, and added 1000 CapturePoints to all special_structures
rP17053 scythetwirler (nerfed capturing) reduced CapturePoints of template_structure from 1000 to the current 500, increased RegenRate from 0 to 0.5 and GarrisonRegenRate from 5 to 7.5
rP17060 scythetwirler (more loyalty drain) increased Territory.DecayRate from 10 to 50
rP17061 mimo (fix previous) reduced Territory.DecayRate from 50 to 30
So I propose to:
- Use or delete the unused tech "Decay Logistics", if used, needs a new icon (pinged Pureon and scythetwirler on the forums)
- To not decay to gaia if left unattended briefly, increase the default 500 capture points to 1500 (fort 4000, cc & military colony 2500)
- Increase regenrate from 0.5 to 2 (fort has 10), keep GarrisonRegenRate as is (5), but copy to the current template, so that balancers have to decide what they want in this template
- Reduce Health from 2500 that civic centers have to 1500, since this thing is a more vulnerable, makeshift building made out of wood.
- (The specific name seems ok as it consists of the Camp https://en.wikipedia.org/wiki/Castra and the Palisade Wall https://en.wikipedia.org/wiki/Vallum )