Page MenuHomeWildfire Games

[Gameplay] Stone tower brit bonus civ
Changes PlannedPublic

Authored by borg- on Sep 7 2023, 2:16 PM.

Details

Summary

This is part of the original ideas for the civilization of the British. The original idea was to increase the attack of the towers but I find it much more fun that they are built in neutral territory. This opens up a range of new possibilities.

Originally I was going to put this as a tech, but I think it could be a civ bonus, where it's also a lack of the British, besides, I don't think it's op to need a tech. A turret in neutral territory alone can be easily converted.

Test Plan

The changes allow a different gameplay than usual?

Event Timeline

borg- created this revision.Sep 7 2023, 2:16 PM
Vulcan added a comment.Sep 7 2023, 2:16 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7254/display/redirect

Vulcan added a comment.Sep 7 2023, 2:19 PM

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8343/display/redirect

borg- requested review of this revision.Sep 7 2023, 2:32 PM

You should set

<TerritoryDecay disable=""/>

So that the towers don't have to be garrisoned.
Now, is it just stone towers? What about the sentry tower, and upgrading to stone tower? This could be balanced by reducing hp, or by removing some tower technologies, like murder holes.

Freagarach added inline comments.
binaries/data/mods/public/simulation/data/civs/brit.json
41

As said on the forum, the name/history doesn't match the effect. ^^

borg- added a comment.Sep 8 2023, 2:35 PM

Well I think you are saying about the height of the towers. What we can do is a third tower, bigger and stronger than the conventional tower. Or just increase the size of the current model and give it a little more health and other attributes.

borg- added a comment.Sep 10 2023, 5:54 PM

Any opinions here guys?
the current proposal does not seem historically appropriate.
It should apply to brochs (fortresses).
Decrease the cost of fortresses? Decrease the minimum distance to build nearby fortresses? Give more attack? etc..

In D5120#217810, @borg- wrote:

Any opinions here guys?
the current proposal does not seem historically appropriate.
It should apply to brochs (fortresses).
Decrease the cost of fortresses? Decrease the minimum distance to build nearby fortresses? Give more attack? etc..

I think forts being built in neutral territory could be interesting. The idea being loosely based on the 'hill forts'. I don't think decreasing minimum distance would be good, because it could rapidly make turtling OP.

I'll continu the discussion here. What I meant to say was that for constructing towers in neutral territory you'd probably search for a description like the brochs: "Defensive structures (...) that dotted the rest of the islands." from Wikipedia. (IMHO you can bend the historical justification a bit.) My concern for this patch is that the history in the civ.json talks about large towers and so it doesn't match the effect. Change the history and there's no problem anymore. ;P

I'll continu the discussion here. What I meant to say was that for constructing towers in neutral territory you'd probably search for a description like the brochs: "Defensive structures (...) that dotted the rest of the islands." from Wikipedia. (IMHO you can bend the historical justification a bit.) My concern for this patch is that the history in the civ.json talks about large towers and so it doesn't match the effect. Change the history and there's no problem anymore. ;P

This sounds like an easier and more fun solution. Good catch.

borg- added a comment.Sep 11 2023, 3:29 PM

Okay, I can change the story. Historically, the most correct thing would be for the fortress to be built on neutral territory, but I don't know if this is behind any interesting changes in gameplay. Maybe move to p2, but I don't know how strong could it be.

@chrstgtr @real_tabasco_sauce @wowgetoffyourcellphone

What is preferable, fortress p3 neutral, fortress p2 neutral (maybe increase cost to balance) or tower p2 neutral?

In D5120#217903, @borg- wrote:

@chrstgtr @real_tabasco_sauce @wowgetoffyourcellphone

What is preferable, fortress p3 neutral, fortress p2 neutral (maybe increase cost to balance) or tower p2 neutral?

For me, towers in neutral during p1. That allows you to rush with towers, which would be an interesting dynamic (like outposts in a23 but stronger). After p1, towers can be easily captured so they can’t stand alone.

Forts in neutral is a little too close to Roman camps. But forts will be harder to build (cost/time) and stronger (HP). This will make them

real_tabasco_sauce added a comment.EditedSep 11 2023, 7:53 PM
In D5120#217903, @borg- wrote:

@chrstgtr @real_tabasco_sauce @wowgetoffyourcellphone

What is preferable, fortress p3 neutral, fortress p2 neutral (maybe increase cost to balance) or tower p2 neutral?

For me, towers in neutral during p1. That allows you to rush with towers, which would be an interesting dynamic (like outposts in a23 but stronger). After p1, towers can be easily captured so they can’t stand alone.

Forts in neutral is a little too close to Roman camps. But forts will be harder to build (cost/time) and stronger (HP). This will make them

I think neutral forts in p3 is the most historically defensible, but I agree that scout and defense towers should both be buildable in neutral territory. This would be the more entertaining option. It wouldn't make sense to just allow this for the defense towers, so better to give it to the whole tower line. To balance, you could decrease their hack armor to make them easier to bring down with units most civs have (not just slingers).

borg- updated this revision to Diff 22263.Sep 16 2023, 8:12 PM

Rebase
History

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7291/display/redirect

borg- added a comment.Sep 16 2023, 8:13 PM

@real_tabasco_sauce I don't know if <TerritoryDecay disable=""/> is good here, because when building towers in neutral territory, you have the root territory.

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8380/display/redirect

real_tabasco_sauce added a comment.EditedSep 16 2023, 8:37 PM
In D5120#218135, @borg- wrote:

@real_tabasco_sauce I don't know if <TerritoryDecay disable=""/> is good here, because when building towers in neutral territory, you have the root territory.

Hmm, I was thinking to make them like outposts. The roman army camp should be like this as well. Disabling territory decay isn't the way to do it though. For some reason I cannot reproduce the outpost behavior.

I also think it would be appropriate to reduce their hack armor so that they can be rushed down by units most civs have. Think about how hard this would be to stop without slingers.

borg- added a comment.Sep 17 2023, 3:00 PM

Just remove the root territory, this way it will act as an outpost. What do you think is better, remove or leave the root territory? The territory of a stone tower is large, you can even build a fortress.
@real_tabasco_sauce @chrstgtr

In D5120#218226, @borg- wrote:

Just remove the root territory, this way it will act as an outpost. What do you think is better, remove or leave the root territory? The territory of a stone tower is large, you can even build a fortress.
@real_tabasco_sauce @chrstgtr

I would also vote remove. We considered letting brits build forts in neutral and decided against it. It also doesn't seem fair that you could use something as tiny as a tower to get a fort or series of barracks.

One thing to consider is that a territory root would let enemy players see that a tower has been built.

borg- updated this revision to Diff 22274.Sep 17 2023, 4:17 PM

Here is a version where the territory does not influence. If I increase it to 9 for example, a house can be built. 8 seems to turn off the influence of territory.

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7300/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8389/display/redirect

Do we want the empty towers to hold up against enemy territory? I think probably not.
In outpost.xml, this line seems to let them decay only to enemy territory, but I tried adding it to the tower template and it didn't work. I am not sure how to overwrite "neutral enemy" which is inherited from template_structure.

<TerritoryDecay>
  <Territory>enemy</Territory>
</TerritoryDecay>
borg- added a comment.Sep 18 2023, 4:51 PM

I think it's correct now @real_tabasco_sauce

The only problem is that the towers no longer influence their own territory.

@wowgetoffyourcellphone @Freagarach Is there any other way to do this? I mean, make sure it doesn't fall into neutral territory, but maintains the standard territorial influence.

idk how to get them to behave exactly like an outpost, but I think we definitely want them to decay to enemy territory. For example, if a tower is built in neutral territory near an enemy woodline ungarrisoned, the territory when the enemy reaches town phase should be able to capture it.

borg- updated this revision to Diff 22307.Sep 24 2023, 12:19 AM

How it works now:

Not decay in neutral/own territory
Decay in enemy territory

Is this what we want?

It is necessary to describe the decay/territory influence?

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7322/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8411/display/redirect

In D5120#218547, @borg- wrote:

How it works now:

Not decay in neutral/own territory
Decay in enemy territory

Is this what we want?

It is necessary to describe the decay/territory influence?

Yeah I think this is the ideal territory behavior. Now, what about hack armor? I worry that scout tower rushing could be impossible to stop for civs without slingers in p1. I think the worst civs for this would be Gauls, Macedonians, and Seleucids. Decreasing the hack armor would help with balance, so that spearmen can more easily rush down towers.

In D5120#218547, @borg- wrote:

How it works now:

Not decay in neutral/own territory
Decay in enemy territory

Is this what we want?

It is necessary to describe the decay/territory influence?

Yeah I think this is the ideal territory behavior. Now, what about hack armor? I worry that scout tower rushing could be impossible to stop for civs without slingers in p1. I think the worst civs for this would be Gauls, Macedonians, and Seleucids. Decreasing the hack armor would help with balance, so that spearmen can more easily rush down towers.

Towers are easy to capture in p1. You don’t have to decrease back armor to capture them

In D5120#218547, @borg- wrote:

How it works now:

Not decay in neutral/own territory
Decay in enemy territory

Is this what we want?

It is necessary to describe the decay/territory influence?

Yeah I think this is the ideal territory behavior. Now, what about hack armor? I worry that scout tower rushing could be impossible to stop for civs without slingers in p1. I think the worst civs for this would be Gauls, Macedonians, and Seleucids. Decreasing the hack armor would help with balance, so that spearmen can more easily rush down towers.

Towers are easy to capture in p1. You don’t have to decrease back armor to capture them

Yeah I suppose it’s fine. This could be something to do if balance proves to be an issue.

This revision is now accepted and ready to land.Sep 24 2023, 11:16 PM
Freagarach added inline comments.Sep 25 2023, 11:30 AM
binaries/data/mods/public/simulation/data/civs/brit.json
45

(Needs a change as well.)

"Great Towers"

Okay, if you want to keep the name it's fine. ;) I thought "Great Towers" (i.e. Turos Maros) was sort of reserved for larger Brittonic towers. If not, go ahead and use it here.

borg- added a comment.EditedOct 2 2023, 2:54 PM

@Freagarach we have new model for 3° tower? If so, can I use it instead of the usual tower. If not, can I wait until I have.

borg- updated this revision to Diff 22353.Oct 2 2023, 6:21 PM

"Name": "Great Towers"

Vulcan added a comment.Oct 2 2023, 6:21 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7357/display/redirect

borg- added a comment.Oct 2 2023, 6:22 PM

I think it's good for now. In the future we can increase the briton stone tower model to appear bigger and stronger to be more realistic with the name of the bonus civ, that way there is no need for a third tower.

Vulcan added a comment.Oct 2 2023, 6:28 PM

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8446/display/redirect

borg- planned changes to this revision.Oct 20 2023, 2:22 PM