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Dominae
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Now that I've got you in here, let me explain what I mean (no, I'm not a beta tester for Conquests, sorry):
There's a lot of discussion going around on the net as to what the new civs will be, specifically their trait combination and their UU. Everyone has their guesses, and some of them make a lot of sense. For instance, I'm betting the Incans will look like this:
Traits: Industrious/Expansionist
UU: Incan Scout, 0/0/1 treat all terrain as Roads
(If you're thinking that this UU is too good, consider that the Incans cannot trigger a GA with it, just like the Americans.)
So here's the idea: 1) we come up with a list of "best guesses" for all the new civs, 2) we create a mod/scenario with all these new civs added in (clearly a requirement for each new UU is that it can be created through the current PTW editor), 3) we play out the game, testing out these new civs before we even purchase a copy of Conquests.
Obviously we'll miss out on the cool new animations for the leader-heads, and we'll have to reuse old UU anims for each of our new variants (just like alexman did in the "Gallic Glory" AU, where stock Civ3 players played with "Gallic Swordsmen" which were nothing more than modded Jaguar Warriors).
Also, a lot depends on how good our info is on the Conquests civs and their UUs. Then again, it's not like we lose anything if we're wrong.
It would be cool to make this an AU course. It would be a chance to try something new to everyone, and we could discuss the viability of the theoretical new units afterwards.
Does this sound like a good idea to anyone (other than me!)?
Dominae
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Dominae
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quote:
Too bad I can't participate.
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True. Then again, you get to do the same thing...with the real thing!
Dominae
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Dominae
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I knew someone was going to disagree with the Incan Scout I presented! I purposefully presented my version as a little powerful because: 1) I knew it would catch people's attention, and 2) I'm expecting many of the UUs in Conquests to be rather powerful (sort of like in the expansion to SMAC, although not quite so drastic).
The point here is not to get hung up on any specific version of the new units. Obviously some of them will be "wrong", and maybe slightly unbalanced. We're not all game designers. If we fall into endless debate about this, we'll miss our shot at a good thing.
How would you guys design the Incan Scout? 0/0/3 is pretty boring, no?
Dominae
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CerberusIV
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Incas were mountain people, yes? How about 0.0.2 but hills and mountains as clear?
I think the idea of trying to second guess the designers and try out some stuff that might be in Conquests could be fun.
Trebuchet - with Feudalism and 6.1.1 bombardment, 30 shields but no resource requirement? That way it would be better than catapults, not as good as cannon but still worthwhile if you don't have saltpeter.
Last edited by CerberusIV on 06-07-2003 at 19:54
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PeaSoup
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Vancouver, BC
Nov 2001 time: 21:29
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quote: Originally posted by FrustratedPoet
According to the latest batch of screenshots the Inca Scout appears to be 1/1/1. I assume it treats all terrain as grassland/roads or something to differentiate it from a normal warrior. |
I'm going to assume that it treats all terrain as roads. Having only one move, I don't think all terrain as grassland will help it any.
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PeaSoup
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Vancouver, BC
Nov 2001 time: 21:29
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I wonder how much the inca scout will cost to build.
20 shields perhaps? It has the 1A and 1D that the regular scout doesn't have, but if it costs twice as much as a scout.. that means you won't be able to cover as much ground with one inca scout compared to 2 normal scounts.
2 scouts = 4 potential tile movements in different directions
1 inca scout = 3 tile movements in one direction
there is of course, a difference in unit upkeep
but with an attack and defense rating, the inca scout has other uses when the map has been revealed and civs contacted. I wonder if you can use it as MP for your cities.
so, assuming that it costs 20 shields and you can use it to attack/defend + MP, which scout is better? is the inca scout overpowered?
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PeaSoup
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Vancouver, BC
Nov 2001 time: 21:29
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quote: Originally posted by FrustratedPoet
If the Inca Scout is 20 shields it wil equate to paying 10 shields for an extra movement point over the JagWarrior. That doesn't sound unbalancing to me. |
but combined with the expansionist trait, you would be able to get better goodies from huts with the inca scout than the jag, so I think it's worth the extra shields.
but comparing it with a normal scout, which it replaces, I think I'd prefer the normal scout.
With the same shield investment, 2 scouts can explore in different directions, so more chances for huts and contacts, where one Inca scout will need to do more backtracking if it hits a coast.
It's A/D rating isn't high enough to compete with other 20 shield units, but the 3 move will help it capture plenty of workers.
So I guess it doesn't seem to be overpowered, but if it were to cost 10 shields.. that's a different story.
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PeaSoup
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Vancouver, BC
Nov 2001 time: 21:29
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I don't believe it's been confirmed, but I'm not following the development that closely.
For all we know, the Inca scout is just a cheaper version of the warrior with normal movement.
That'll give a new meaning to the words "cannon fodder" :lol
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CerberusIV
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You can't get cheaper than 10 shields. That it isn't necessarily a scout replacement is a good point though. However it would be confusing to call a unit that isn't a scout a scout and I can't see that they would do that.
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Dominae
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Does anyone follow all the rumor mills for Conquests? It would be nice to have some sort of list we could work with here. So far we're only discussing the Incan Scout.
With the new screenshot, my guess becomes: 1/1/1 replaces the Scout, treats Mountains/Hills as Roads. That's a powerful unit, considering that the bumpy regions are the most useful for exploration, added to the fact that the Incans would start the game with an offensive unit (kind of makes Tiny maps seem unfair). I'm expecting all the new UUs to be pretty darn good (to boost Conquests sales) although this one is far from "broken".
Dominae
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Dominae
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Here are my ideas for the Incan Scout. We already know it's 1/1/1, so I've gone from there. First we off we have to determine if it's a Scout or Warrior replacement. My guess is Scout, because it would be confusing if a Warrior would be named 'Scout'. If you're interested in this project, please take a minute to think these through (unless otherwise noted, all variants cost 10 Shields):
1. Ignore movement costs for Hills and Mountains
2. No Upkeep
3. Build Colony, Build Outpost
4. No special abilities (other than start with a Warrior if Expansionist)
5. Invisible, cost 20 Shields
6. Treat all terrain as Roads, cost 20 Shields
Please indicate which one you like best. I would really like to get this project off the ground, and now is a good time to start. 
Edit: As alexman suggests, we could also come up with an Incan Scout that's not 1/1/1 even if those are the stats of the unit they're beta-testing right now. I just the stats as a guide, since there's so many possibilities.
Dominae
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Dominae
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Oh, and concerning #5 above, I would assume Outposts would be given the ability to spot Invisible units in response to this new UU, making them actually useful (when playing against the Incan civ, that is). Not unlike the invisibility mechanic in RTS games.
Dominae
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Dominae
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Quite right Panzer32, my #6 should strictly be a Warrior replacement.
Dominae
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CerberusIV
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1/1/1 all terrain as roads at 20 shields.
Better than a jag warrior for mobility but without the fast retreat option.
Mayan Javelineer - 2/2/1 spearman replacement for 20 shields?
Hittite Chariot 2/2/2 for 30 shields?
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