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[Gameplay] Differentiate macedonia
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Authored by borg- on Aug 10 2023, 3:15 AM.

Details

Summary

Changes:

  • Arsenal moved to Town Phase
  • Bolt shooter moved to Town Phase

The patch is quite simple with the objective being to make Macedonia have possibilities to play differently from other civilizations. Now it's much more viable an bolt shooter rush, or a quick city phase with siege towers, stone throwers or rams, even champion crossbowman.

Test Plan

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Event Timeline

borg- created this revision.Aug 10 2023, 3:15 AM

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8284/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7195/display/redirect

borg- requested review of this revision.Aug 10 2023, 3:35 AM
real_tabasco_sauce added a comment.EditedAug 10 2023, 6:23 AM

really nice on the improved tooltip for the xp trickle. I have heard player complaints that they don't know how much the xp trickle actually is.
Combining the champ cav move speed with Alexander's move speed aura might be very strong, but it could be pretty fun and makes sense as the companion cavalry were huge for alexander's victories.
My biggest concern would be the 4x higher xp rate in barracks and stable. I would be open minded to trying it out for balance, but I prefer the elite pikemen upgrade you mentioned earlier.
I also think the silver shields upgrade should stay in the fort. It is a unique upgrade and it makes sense to get access to this along with will to fight and the heroes.

borg- added a comment.Aug 11 2023, 3:40 AM

My biggest concern would be the 4x higher xp rate in barracks and stable. I would be open minded to trying it out for balance, but I prefer the elite pikemen upgrade you mentioned earlier.

The aura seems much more interesting to me because it can surprise the opponent. Tech needs to have a high cost, which makes it unable to be researched in phase 1

The promotion time at current value are:
Melee infantry 25 seconds to advance and 50 to elite
Ranged infantry 31.25 seconds to advance and 62.50 to elite
Melee cavalry 37.5 seconds to advance and 75 to elite
Ranged cav 47 seconds to advance and 94 to elite.

25 seconds is basically two wood picks (20). For 10 soldiers which is the barracks limit, you would be losing approximately 200 wood to promote to advance, and 400 to elite.

borg- updated this revision to Diff 22126.Aug 11 2023, 3:50 AM
borg- edited the summary of this revision. (Show Details)

Silver shield back to fortress.

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8285/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7196/display/redirect

In D5096#216657, @borg- wrote:

My biggest concern would be the 4x higher xp rate in barracks and stable. I would be open minded to trying it out for balance, but I prefer the elite pikemen upgrade you mentioned earlier.

The aura seems much more interesting to me because it can surprise the opponent. Tech needs to have a high cost, which makes it unable to be researched in phase 1

The promotion time at current value are:
Melee infantry 25 seconds to advance and 50 to elite
Ranged infantry 31.25 seconds to advance and 62.50 to elite
Melee cavalry 37.5 seconds to advance and 75 to elite
Ranged cav 47 seconds to advance and 94 to elite.

25 seconds is basically two wood picks (20). For 10 soldiers which is the barracks limit, you would be losing approximately 200 wood to promote to advance, and 400 to elite.

Ok, I'll be happy to try it out.
I recommend adding an entry for this in civ bonuses in the file simulation/data/civs/mace.json

Seems worth trying to me.

I am a big fan of experimenting with bolts in p2.

This revision is now accepted and ready to land.Aug 11 2023, 6:13 PM

Is it intended that:

  • Once another civ seizes the Macedonian barracks, they get the +4 XP trickle as well?
  • Once another civ seizes their Stables they can research the tactical_formation?
borg- added a comment.Aug 16 2023, 2:01 PM

Is it intended that:

  • Once another civ seizes the Macedonian barracks, they get the +4 XP trickle as well?
  • Once another civ seizes their Stables they can research the tactical_formation?

Really forgot to put requeriments for macedonia only, thanks @Freagarach

borg- added a comment.EditedAug 17 2023, 1:26 AM

@Freagarach is there any way to limit aura just for Macedonia?

@real_tabasco_sauce @chrstgtr if possible, are you okay with limiting the aura to Macedonia only, or should the civilization you capture get the new aura?
I mean, if we limit it to Macedonia only, when capturing a Macedonian barracks/stable, you don't have the default aura and you don't have the new aura either.

Regarding the new technology of cavalry, I think that together with the aura of alexander, the cavalry becomes very fast. A solution to this would be to remove the default movement speed technology for macedonia, and put the new technology in place, at the same cost, but giving 15% speed and available in village phase, this can be an interesting choice and bring an interesting advantage early in the game, but not getting so op in late game.

In D5096#216886, @borg- wrote:

@Freagarach is there any way to limit aura just for Macedonia?

@real_tabasco_sauce @chrstgtr if possible, are you okay with limiting the aura to Macedonia only, or should the civilization you capture get the new aura?
I mean, if we limit it to Macedonia only, when capturing a Macedonian barracks/stable, you don't have the default aura and you don't have the new aura either.

Regarding the new technology of cavalry, I think that together with the aura of alexander, the cavalry becomes very fast. A solution to this would be to remove the default movement speed technology for macedonia, and put the new technology in place, at the same cost, but giving 15% speed and available in village phase, this can be an interesting choice and bring an interesting advantage early in the game, but not getting so op in late game.

I am not sure how to limit the aura for just mace. Between the two possibilities, I would prefer letting the enemy access the mace trickle upon capturing the barracks/stable.
As for the cavalry speed upgrade, it would be really OP with alexander's speed aura: 26.2 move speed. I would honestly say to just remove it. It doesn't really help our cause to differentiate, and there may be good uses for this tech icon in the future.

In D5096#216886, @borg- wrote:

@Freagarach is there any way to limit aura just for Macedonia?

@real_tabasco_sauce @chrstgtr if possible, are you okay with limiting the aura to Macedonia only, or should the civilization you capture get the new aura?
I mean, if we limit it to Macedonia only, when capturing a Macedonian barracks/stable, you don't have the default aura and you don't have the new aura either.

Don’t care. This feels like an edge case that won’t impact much and will be more of an in-game Easter egg that doesn’t change gameplay much/at all. Kind of like how Maurya used to be able to make rams from enemy siege factories in a23. So whatever you all want is fine with me.

Regarding the new technology of cavalry, I think that together with the aura of alexander, the cavalry becomes very fast. A solution to this would be to remove the default movement speed technology for macedonia, and put the new technology in place, at the same cost, but giving 15% speed and available in village phase, this can be an interesting choice and bring an interesting advantage early in the game, but not getting so op in late game.

I agree, it could get OP if you let all the techs/auras to stack. Your solution is fine to me. Again, I don’t care a ton, here, so I am happy with whatever you all choose.

I’m just happy that siege will be slightly different for Mace in the next alpha. That alone will be an accomplishment. This other stuff is fine but I won’t be upset or happy if it is or isn’t included.

In D5096#216886, @borg- wrote:

@Freagarach is there any way to limit aura just for Macedonia?

One could leave the usual trickle and give the Mace-specific (then +3 to have a total of +4) a (cheap) requiredTechnology that is Mace-specific.
(I have plans to rewrite Aura's to have the same requirements as everything else, but no time for those plans, sadly.)

binaries/data/mods/public/simulation/data/auras/structures/xp_trickle.json
8

-promotion

borg- updated this revision to Diff 22158.Aug 19 2023, 2:17 AM

I preferred working safe with mace now. In the future we can address more of this civ.

borg- edited the summary of this revision. (Show Details)Aug 19 2023, 2:18 AM

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8305/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7216/display/redirect

borg- updated this revision to Diff 22162.Aug 19 2023, 5:41 PM

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8309/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7220/display/redirect

In D5096#216961, @borg- wrote:

I preferred working safe with mace now. In the future we can address more of this civ.

I agree.
In this case, I say a little bit goes a long way.

chrstgtr accepted this revision.Aug 21 2023, 9:36 PM

Nice work, all.

This revision was landed with ongoing or failed builds.Sep 7 2023, 6:12 AM
This revision was automatically updated to reflect the committed changes.