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Add missing team bonuses
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Authored by fatherbushido on May 15 2017, 2:10 PM.
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Can be tested in games, else if effect seems to weak effect could be increase (or later).

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Patch is correct with regards to being historically reasoned and gameplay-wise balanced. Didn't test whether the proposed effects actually work yet.
Patch is complete since we have them for all other civs except macedonia.

binaries/data/mods/public/simulation/data/auras/teambonuses/brit_player_teambonus.json
12 ↗(On Diff #1943)

A healer costs 250 food, with this only 200, so it's good.

binaries/data/mods/public/simulation/data/auras/teambonuses/gaul_player_teambonus.json
10 ↗(On Diff #1943)

This one doesn't really have an influence. Could reduce resource costs for techs too.

binaries/data/mods/public/simulation/data/auras/teambonuses/rome_player_teambonus.json
9 ↗(On Diff #1943)

-20%? Mostly thinking about that seleucid team bonus which seems huge in comparison.

"for infantry of allied players" or
"for allied infantry"

elexis edited the summary of this revision. (Show Details)
elexis added subscribers: borg-, Grugnas, Hannibal_Barca.

Pinging the mob in case someone has dug up some important historical fact that would revolutionize the way team games are played @Grugnas @borg- @Hannibal_Barca .

binaries/data/mods/public/simulation/data/auras/teambonuses/brit_player_teambonus.json
12 ↗(On Diff #1943)

ok

binaries/data/mods/public/simulation/data/auras/teambonuses/gaul_player_teambonus.json
10 ↗(On Diff #1943)

ok
-10% then

binaries/data/mods/public/simulation/data/auras/teambonuses/rome_player_teambonus.json
9 ↗(On Diff #1943)

ok

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Tested it successfully.

Agree with causative that the user really must have a way to read the team bonuses. So we should fix that one entry in the civ files.

The other team bonuses could use a little polishing IMO:

  • The sparta 10% health one for citizen soldiers could be buffed to 20%.
  • Since one doesn't build many CCs at all, the seleucid bonus could be increased
  • The athen bonus doesn't seem that useful to me, it could add a small wood cost bonus to ships maybe
binaries/data/mods/public/simulation/data/auras/teambonuses/gaul_player_teambonus.json
10 ↗(On Diff #1943)

Sorry, I thought this is only about temple technologies. This changes things a lot!

Compared to the iberian bonus (100 skirmishers * 10 food, 10 wood each = 1000 food 1000 wood saved), this would likely still be too much. You can revert to the 20% speed bonus for all techs if you want or go down to 5% cost.

binaries/data/mods/public/simulation/data/auras/teambonuses/rome_player_teambonus.json
9 ↗(On Diff #1943)

This number was discussed widely with Grugnas (who has the impression it is too much), Hannibal (no response) and causative (agrees it's about equal to the iberian (not seleucid) skirmisher cost bonus).

Since the bonus doesn't stack with the batch training, it seems a valuable bonus but not OP. It will be good in the beginning for a faster economy and good in the lategame when having to spawn many units quickly, given the same number of barracks as the enemy)

This revision is now accepted and ready to land.May 16 2017, 4:14 AM
In D502#20343, @elexis wrote:

Tested it successfully.

Agree with causative that the user really must have a way to read the team bonuses. So we should fix that one entry in the civ files.

yes, Imarok takes care of that.
Ultimately, I am confident that more things are coming about structure tree and related things.

The other team bonuses could use a little polishing IMO:

  • The sparta 10% health one for citizen soldiers could be buffed to 20%.
  • Since one doesn't build many CCs at all, the seleucid bonus could be increased
  • The athen bonus doesn't seem that useful to me, it could add a small wood cost bonus to ships maybe

ok.

This revision was automatically updated to reflect the committed changes.

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