Originally posted by stankarp
Quick point or two about the tile improvement spam in AOM (BTW it was there because it was in Cradle).
Quick point or two about the tile improvement spam in AOM (BTW it was there because it was in Cradle).
I'm not going to deny that this was an issue in Cradle. I greatly underestimated its power, and had I continued to develop Cradle, it would have been toned down even more. Hence my suggestions to you about toning it down (and you know I have been asserting this for a long time).
Originally posted by stankarp By turn 200+ no AI has complete rings of untouched tile improvements. Especially sea ones as the pirates pillage lots of them. On land, barbairans and warring AI cut improvements wherever they go, meaning also that many are destroyed before they can accumulate a lot of benefit from them.
Originally posted by stankarp
For that reason the Outposts ARE a big, big balancer for the Human in AOM, because he can use them better and get cartels as well, IMHO.
For that reason the Outposts ARE a big, big balancer for the Human in AOM, because he can use them better and get cartels as well, IMHO.
I would consider them a balancer once you remove the AI's ability to spam the map with them. I think the benefit they offer outside of a cartel is tremendous, and when I see the AI put down 6-8 every turn, then the player loses whatever balancer he gets from a cartel.
Originally posted by stankarp
In civ 4, in my 4 games (bear in mind the difference in scale), I did not build a worker usually till I had built 3-4 military units and a settler. Time enough for the bonus worker the ai gets on that level to build 20+ tile improvements and roads for 3-4 cities, enough to connect all cities and improve every working tile.
In civ 4, in my 4 games (bear in mind the difference in scale), I did not build a worker usually till I had built 3-4 military units and a settler. Time enough for the bonus worker the ai gets on that level to build 20+ tile improvements and roads for 3-4 cities, enough to connect all cities and improve every working tile.
...chop outside your borders too.
And I would also maintain that the speed which TIs can be created in civ4 makes these areas less critical, because you can close the gap quickly.
Originally posted by stankarp
That was the whole object of my game design, to crank up AOM intensity (which Yin acknowledged and complimented) but make the human work for his balancers.
That was the whole object of my game design, to crank up AOM intensity (which Yin acknowledged and complimented) but make the human work for his balancers.
There is nothing wrong with admitting that either.
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