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I looked at the original concept for Combat, and it had great skills:
1st branch - Curse + Devil's Strike
2nd branch - Watch + Triple Watch + Readiness
3rd branch - Aid + Stun
The only skill that might have been problematic was Triple Watch. But instead of removing a good skill, it would have been better to simply improve the other competing skills.
For example, increase the chance of Devil's Strike to 100% (i.e., always double damage).
Increase the chance of Stun to 50%.
It's a pity that Triple Watch was removed, and the logic of the skill was disrupted (with random skills like +1/+1). Moreover, in a long game, Triple Watch is not dangerous.
The second question is technical. As I understand it, for all factions, from a logistical point of view, the grass is their native land, and all other terrains have a fixed 25% penalty. Was this penalty left only for the "Pathfinding" skill? That is, are there no problems with setting a 0% penalty?
1st branch - Curse + Devil's Strike
2nd branch - Watch + Triple Watch + Readiness
3rd branch - Aid + Stun
The only skill that might have been problematic was Triple Watch. But instead of removing a good skill, it would have been better to simply improve the other competing skills.
For example, increase the chance of Devil's Strike to 100% (i.e., always double damage).
Increase the chance of Stun to 50%.
It's a pity that Triple Watch was removed, and the logic of the skill was disrupted (with random skills like +1/+1). Moreover, in a long game, Triple Watch is not dangerous.
The second question is technical. As I understand it, for all factions, from a logistical point of view, the grass is their native land, and all other terrains have a fixed 25% penalty. Was this penalty left only for the "Pathfinding" skill? That is, are there no problems with setting a 0% penalty?