DAR: France vs Europe
The first few years are taken up by exploring the scenario, switching to nationhood, building colonies, caravels and settlers. Lots of aqueducts are built to allow for growth.
Soon after, a large (15+) army of arquebusiers are drafted. After spying on amsterdam (open borders), which is relatively well defended, they decide to attack Saxony instead, to get that silver.
1505: Cologne is taken by the draftees. 11 die in the process. The final 4 are victorious and the city is taken. Normally I would be horrified by such horrific losses, but since they are cheap draftees, using upkeep costs and easy to replace, I'm happy with the exchange.
1509: Rhine is taken, a bombard driving down the defences first. Only 3 arquebusiers die this time.
1513: Bremem falls effortlessly to the bombards, with an arquebusier with 'cover' killing the last defender. No attackers are lost this time. The bombards seem overpowered: they reduce defences and have a higher strength than any other unit, and have a city raider promotion...a look at the tech chart shows that they have the same strength as the later canons! Surely this is wrong? Anyway, saxony is dead now.
'Indian' barb warriors are having a good old time against fortified arquebusiers. It would be great to paint an arrow on their heads, or change the warrior sound effect to an indian war cry
Summer 1514: Astronomy brings sugar and canadian bananas from the new world. As I founded my first two colonies on the resource tiles, there's no need to bother with workers/barbarian plunderers. Europe is where all the action will be anyway, the new world is just there to ferry resources. That's how I'm using it, anyway.
Socrates is born and sent to build an academy in paris, to speed up the arrival of musketeers and riflemen draftees. If arquebusiers rock (I've changed my mind about them
) - then musketmen (due in 13 turns) will dominate. Riflemen will just anhialiate anyone researching anything else....
Summer 1515: Amsterdam is taken, at the cost of 4 arquebusiers (the bombards were just used for bombarding, as they were injured). Holland is no more (didn't build any colonies). Caravels are started for the planned invasions of England and Genoa.
Notes: The AI's don't seem to be very good at settling the new world...in fact I havn't seen a single AI colony....just barbs. Perhaps if colonising nations were were given a starting colony (size 1) they might be tempted to expand?
Other ideas:
Old world fortresses: In civ2 there were strong units with 0 movement, representing fortresses - making cities with them impossible to take until strong later units were researched. There was also an intermediate 'town' defensive unit which could be built. Perhaps this could be a good way to stop france or spain from overrunning their weaker neighbours using cheap draftees early on? Draftees are fine, but perhaps they should be raced to the new world, rather than for conquest in the old world.
Leader traits: having an expansive leader really makes a difference on this scenario, as all but the river cities started out with unhealthiness. Having started the scenario in napoleonic style (massed levies raging across europe, with no regard for losses or diplomacy other than for trade), it would have been nice to use napoleons agressive trait, which would have made the arquebusiers even more powerful. Still, as I said above, they're already extremely powerful, so having a raging napoleon is perhaps best avoided
Ironically I only started drafting troops because of all the unhealthiness! Otherwise I would have tried a peaceful colonisation/wonder building reign
Tech tree:
It's quite logical that protestantism leads to lutheranism which leads to anglicanism, or whatever it is. In a mp game, this means that the nations might race to discover a religion, and then swithch to other research as soon as they have founded one, whilst the other nations try to research the next available religion, and so on...although having them in the same branch seems to be slightly unbalanced.
Since all cities are christian/muslim to start off with anyway, there isn't all that much point in trying to discover a new religion. Of course the income from a great prophet is nice, and the hapiness bonus on higher levels is important for free religionists and temples, but the millitary branch of research seems so much more...lucrative.
Speaking of which - it also seems unbalanced to have all land based millitary (other than grenadiers) units in one research branch. As I mentioned above, it makes researching anything else dangerous and possibly foolhardy.
Ok, that's it, for me, for now. Great work so far!
A screenshot of the new world, absent any AI colonies:
The first few years are taken up by exploring the scenario, switching to nationhood, building colonies, caravels and settlers. Lots of aqueducts are built to allow for growth.
Soon after, a large (15+) army of arquebusiers are drafted. After spying on amsterdam (open borders), which is relatively well defended, they decide to attack Saxony instead, to get that silver.
1505: Cologne is taken by the draftees. 11 die in the process. The final 4 are victorious and the city is taken. Normally I would be horrified by such horrific losses, but since they are cheap draftees, using upkeep costs and easy to replace, I'm happy with the exchange.
1509: Rhine is taken, a bombard driving down the defences first. Only 3 arquebusiers die this time.
1513: Bremem falls effortlessly to the bombards, with an arquebusier with 'cover' killing the last defender. No attackers are lost this time. The bombards seem overpowered: they reduce defences and have a higher strength than any other unit, and have a city raider promotion...a look at the tech chart shows that they have the same strength as the later canons! Surely this is wrong? Anyway, saxony is dead now.
'Indian' barb warriors are having a good old time against fortified arquebusiers. It would be great to paint an arrow on their heads, or change the warrior sound effect to an indian war cry

Summer 1514: Astronomy brings sugar and canadian bananas from the new world. As I founded my first two colonies on the resource tiles, there's no need to bother with workers/barbarian plunderers. Europe is where all the action will be anyway, the new world is just there to ferry resources. That's how I'm using it, anyway.
Socrates is born and sent to build an academy in paris, to speed up the arrival of musketeers and riflemen draftees. If arquebusiers rock (I've changed my mind about them

Summer 1515: Amsterdam is taken, at the cost of 4 arquebusiers (the bombards were just used for bombarding, as they were injured). Holland is no more (didn't build any colonies). Caravels are started for the planned invasions of England and Genoa.
Notes: The AI's don't seem to be very good at settling the new world...in fact I havn't seen a single AI colony....just barbs. Perhaps if colonising nations were were given a starting colony (size 1) they might be tempted to expand?
Other ideas:
Old world fortresses: In civ2 there were strong units with 0 movement, representing fortresses - making cities with them impossible to take until strong later units were researched. There was also an intermediate 'town' defensive unit which could be built. Perhaps this could be a good way to stop france or spain from overrunning their weaker neighbours using cheap draftees early on? Draftees are fine, but perhaps they should be raced to the new world, rather than for conquest in the old world.
Leader traits: having an expansive leader really makes a difference on this scenario, as all but the river cities started out with unhealthiness. Having started the scenario in napoleonic style (massed levies raging across europe, with no regard for losses or diplomacy other than for trade), it would have been nice to use napoleons agressive trait, which would have made the arquebusiers even more powerful. Still, as I said above, they're already extremely powerful, so having a raging napoleon is perhaps best avoided


Tech tree:
It's quite logical that protestantism leads to lutheranism which leads to anglicanism, or whatever it is. In a mp game, this means that the nations might race to discover a religion, and then swithch to other research as soon as they have founded one, whilst the other nations try to research the next available religion, and so on...although having them in the same branch seems to be slightly unbalanced.
Since all cities are christian/muslim to start off with anyway, there isn't all that much point in trying to discover a new religion. Of course the income from a great prophet is nice, and the hapiness bonus on higher levels is important for free religionists and temples, but the millitary branch of research seems so much more...lucrative.
Speaking of which - it also seems unbalanced to have all land based millitary (other than grenadiers) units in one research branch. As I mentioned above, it makes researching anything else dangerous and possibly foolhardy.
Ok, that's it, for me, for now. Great work so far!
A screenshot of the new world, absent any AI colonies:

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