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Quote:Hunting/Agriculture UB: Totem Pole, monument replacement, available at Archery, +3 XP to archery units. UU: Tracker, scout replacement, Woodsman 3, can create totem poles
We good with this? W3 means that a scout can get M3/W3 with 17XP for the real supermedic, in addition to the 15 hammer cost of immediate culture production. I reckon it feels a bit shallow but at the same time I can't really argue that it's weak.
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What about adding Mobility promotion to the scout to aid exploration? Also does Explorer obsolete scout? (If so probably should allow NA to continue building their UU after unlocking explorer.
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The scout does only upgrade to the explorer, so the only options are to either remove that upgrade path (it must be possible as the quechua has a different upgrade path than a standard warrior) or to add a second unit it can upgrade to that is later in the tech tree.
I have no issue with adding the mobility promotion, or it can get the "Ignores Terrain Movement Costs" bonus from the XML which is what explorers get. Given that scouts can only defend, there is the possibility of trackers being an absolute bitch to deal with if they start stepping on tiles though.
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Putting this here as the next civ on the list, once NA are locked down: Khmer. This is what Khmer has. I figure it needs a radical redesign from the ground up but have nothing. What do you guys want?
Quote:Khmer: Mining/Hunting. UB: Aqueduct replacement: Baray. +1 food. Cost 80. UU: War Elephant replacement. Ballistaphant (I don't know the actual name). Targets mounted first outside of cities.
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March 17th, 2019, 18:02
(This post was last modified: March 17th, 2019, 18:04 by Charriu.)
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Just wondering. When the scout has the "create totem pole" ability, it can do that from the very start, right? Would be nice if the ability can only be used after researching Archery. If you need assets for this unit, I think you may find some in the Caveman 2 Cosmos mod, which has a unit named tracker.
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What I like about the Khmer is that their bonus are very unique. Unfortunately they are also weak at the same time. I'm curious would you consider the Khmer an ancient or a medieval civ? They are more or less on the edge between those ages right now.
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Baray 1: Granary replacement, no tech requirement (or one of their starting techs), half cost but no trait modifier, +1 or 2 food in addition to normal granary effects.
Baray 2: just increase the +food to the point where it is meaningful (4? 6? ... 10???)
Baray 3: add to specialist yields +1food
Ballistaphant - whatever configuration make it non-resource dependent. Don’t want Khmer stuck with no ivory and thusno UU.
Ballistaphant 1: same as now but 2 movement and/or collateral to small number of units (2?) [similar to CKN]
Balistaphant 2: catapult replacement with 2 movement
Balistaphant 3: catapult replacement with either higher base strength, or starts with a couple promotions
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First off- is it possible/feasible to make civ specific wonders? or any change in that? For instance, Give Khmer a guarenteed Hanging gardens as a UB, just an Aquaduct that cost X hammers ( Hanging gardens price ) ? Their Ballista Elephant can instead be either a resourceless elephant. OR Elephant available at HBR, no construction needed.
As far as NA, the tracker can be the woodsman 3 scout, doesnt obsolete till Gunship? starts with mobility/ignore terrain. Can also 1 time make a totem pole, which gives archer units exp. Sounds good, id play it.
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I thought it was possible to keep a UU buildable even when you have its successors? (IIRC Praets are still buildable when you have Maces and Pikes while Swords are not in Vanilla)
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A unit is always build able until you can build all of the units it can upgrade into.
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