Two questions on late-renaissance strategy (although I’ll admit this is based on a cursory glance at the units and techs
1) If you are aiming at military techs and have no naval considerations to worry about, why would you go for steel when artillery follows directly from rifling, seems to be cheaper, has more powerful units and have no resource requirements?
2) Quite apart from gunpowder arriving late, is there any real point to musketmen? In a head to head battle they might have a small advantage over most units but there seems to be no fundamental tech shift. Perhaps the point is that they are a better all round unit but have few key advantages (eg maceman with city attack promos)
3) Can anyone explain to me how Washington keeps on finding strange new techs that I haven’t? The last example was when he discovered Replaceable Parts and I am sure that he still needed Nationalism.
General comments
I am noticing some minor problems I have with the late-middle game techs. Gunpowder, for one, seems to be very out-of-sync with other comments. There seems to be long sections of the game where military tech stays where it is while you have to spend time working out how to make paper or spend time contemplating how the world operates (liberalism, nationalism, economics, chemistry). One result of this is that catapults stay in the game well into the renaissance period when they should be obsolete by the beginning. I would be interested to know what it is that my frigates are carry since I still can’t build cannon : catapults would make more of a mess to my own sails that they would to an enemy fishing boat.
1) If you are aiming at military techs and have no naval considerations to worry about, why would you go for steel when artillery follows directly from rifling, seems to be cheaper, has more powerful units and have no resource requirements?
2) Quite apart from gunpowder arriving late, is there any real point to musketmen? In a head to head battle they might have a small advantage over most units but there seems to be no fundamental tech shift. Perhaps the point is that they are a better all round unit but have few key advantages (eg maceman with city attack promos)
3) Can anyone explain to me how Washington keeps on finding strange new techs that I haven’t? The last example was when he discovered Replaceable Parts and I am sure that he still needed Nationalism.
General comments
I am noticing some minor problems I have with the late-middle game techs. Gunpowder, for one, seems to be very out-of-sync with other comments. There seems to be long sections of the game where military tech stays where it is while you have to spend time working out how to make paper or spend time contemplating how the world operates (liberalism, nationalism, economics, chemistry). One result of this is that catapults stay in the game well into the renaissance period when they should be obsolete by the beginning. I would be interested to know what it is that my frigates are carry since I still can’t build cannon : catapults would make more of a mess to my own sails that they would to an enemy fishing boat.
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