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Horses and wargs as a resource

Horses and wargs as a resource

The way that mounts work as a resource and upgrade seems lacking to me.

As a resource - other resources remain important for the entire game. Crystal and metal are critical components in unit upgrades and unit production. Mounts on the other hand are abundant. Producing a mounted unit takes only a few mounts and will never need more for an upgrade. I always end up with hundreds and hundreds of wargs and horses with nowhere to use them. Another side effect is that there is no reason to create foot troops once you have mounts available - there are only advantages with no disadvantages.

An option to burn up this resource would be something like a movement bonus option for armies. Give players and AI an option to use up some mounts from the resource pool to give a movement boost to an army. This would make all those excess horses and wargs have some strategic value.

 

52,717 views 57 replies
Reply #51 Top

Quoting domino215, reply 50

Without checking patch notes to see if they made any changes on this; I vote for 1 horse farm supports up to X units of horseman. It would drastically increase the strategic value of horse farms because you would need more than one, and would pursue additional horse farms based on how many units you want to field at once on horses.
End of domino215's quote

 

I agree with this for Wargs as well. I could also see a logic for Metal and Crystal, even though they don't necessarily need such a regulation, just to maintain continuity and strategic value. AI can be given extra unit cap for a cheat if needed.

 

I also believe in having Metal/Warg/Horse upkeep for units which use them. I oppose it for crystal because it is already scarce and regulates itself. However, it could be added for modder convenience and continuity with very few, if any, items that have crystal upkeep.

 

Lastly, I have experimented with adjusting the production values and think Wargs/Horses are better distributed like Crystals. Have 3 buildings which produce .25, .5, 1 horse per turn. Again, the AI can just be given something like .1 every resource per turn if need be. I won't cry if the AI gets "1 of each" every 10 turns, because this "cheat" lets them "skimp by" but doesn't give them undue advantage.

Reply #52 Top

An alternative to raise upkeep would be to require resources in order to "heal" units. I'll explain with an example:

If you have a 3 people mounted unit, you need 3 horses to build it, but when one of them is killed, the lost horse magically appears. It should cost an actual horse to regain that person in the unit. And the same for the rest of resources.

Reply #53 Top

softcap or hardcap based on tech level for storage of some resources makes sense.

Also makes sense ability to sell excedeed resources on virtual ingame shop for some money.

If you dont need 99999 wargs\iron\crystal you just can convert it to mana or gold or whatever you actually want and issue gone.

Most game (including civ) allow to trade resources. 

Reply #54 Top

just make the buildings produce .25 horsesl/wargs per turn and the problem is solved.

Reply #55 Top

Quoting sharpxe, reply 53

Also makes sense ability to sell excedeed resources on virtual ingame shop for some money.
End of sharpxe's quote

As long as prices are not too high would be ok. Otherwise we would turn the problem of excess of horses into a problem of excess of Gildar.

Reply #56 Top

These suggestions make sense to me. Keep the frequency of nodes the same but either have a maximum number of horses/wargs from each node, provide a unique improvement to use mounts or reduce the yield from them and increase upkeep costs.

Reply #57 Top

Quoting Sanati, reply 1
Ya I have like 4000 horses and wargs in my current game. Totally useless as a resource, and indeed absolutely no reason not to design every single unit with a mount. They should be made much, much, rarer on the map, they should take up a normal accessory slot, and they should probably all have negative dodge rather than bonuses. Probably make horses +1 movement with increased weight capacity and -20 dodge, then make wargs +2 movement and -10 dodge, with no other bonuses. Then one of the civs (Capitar?) could have a trait that removes the mount dodge penalty and a national wonder that adds +2 horses per turn.
End of Sanati's quote

The mounts in the game have always been done poorly.  Somethings I would change:

Horses: +3 movement +1 Att/Dam with increase weight capacity and the -20 dodge

Worg: +2 Move +2 Att/dam with increase weight capacity (but not as much as horse)

Also make different types of mounts with various abilities.

And set up the mount resource similar to CIV 5.   Each resource have a set amount of the mount type (You could have a resource with 5 horses here and 1 Worg there and so on. And this is not generated every round. If you have a mounted unit die then that will free up a mount to be used again) under this system you will never get up to 4000 horses and Warg.  It keeps your mounts special and rare.