The second version Roman Civil War, called Roman Civil Wars, is coming along nicely. Thanks to Fairline for the great new units, including Sextus Pompey, Brutus, Marc Antony and Octavian. The game's been extended to the time of the ascession of Octavian to the throne as Augustus (30 BCE).
I've run into two design problems that I'd appreciate some advice or comments on. The first is the unit mix for the four Roman factions. The main unit is the Legion, which currently has a 1 role (defense). This means that it gets built in large numbers as garrison units and that Roman cities are all very difficult to capture, making the game slow moving. Other defensive units like archers don't get built by the AI, and the attack units are scorpions and seige towers, as the legions stay as garrison units.
If I give the legions the 0 role (attack) they don't get built by the AI, because it chooses the seige weapons bacause of thier higher attack factors. If I give it the 2 role (air superiority) the AI uses it in a more balanced fashion, but fewer are built.
I'd really like to have the main unit for attack and defense be the legion, but have the AI build seige weapons to attack fortified cities, plus build the other units as well. Does anyone have any suggestions?
The second problem is the alliance between the Syrian Legions and the barbarians. It works great, and thanks to AGRICOLA for the hex edit. It allows the Syrian Legion units that start in Armenian and Judean (barbarian) cities to depart without attacking their host cities. It means they're available to attack the Parthians, their intended targets.
But I've found the alliance, forged in a hex editor, is unbreakable. No event can shake it. Even if Crassus uses spies in an unfriendly way, the alliance seems permanent. So the Syrian Legion player is never able to attack any barbarian city. And Syrian units can wander for the whole game around the barbarian fort units that cover the 'uncivilized' portion of the map. Does anyone have any ideas about what can be done? Thanks.
I've run into two design problems that I'd appreciate some advice or comments on. The first is the unit mix for the four Roman factions. The main unit is the Legion, which currently has a 1 role (defense). This means that it gets built in large numbers as garrison units and that Roman cities are all very difficult to capture, making the game slow moving. Other defensive units like archers don't get built by the AI, and the attack units are scorpions and seige towers, as the legions stay as garrison units.
If I give the legions the 0 role (attack) they don't get built by the AI, because it chooses the seige weapons bacause of thier higher attack factors. If I give it the 2 role (air superiority) the AI uses it in a more balanced fashion, but fewer are built.
I'd really like to have the main unit for attack and defense be the legion, but have the AI build seige weapons to attack fortified cities, plus build the other units as well. Does anyone have any suggestions?
The second problem is the alliance between the Syrian Legions and the barbarians. It works great, and thanks to AGRICOLA for the hex edit. It allows the Syrian Legion units that start in Armenian and Judean (barbarian) cities to depart without attacking their host cities. It means they're available to attack the Parthians, their intended targets.
But I've found the alliance, forged in a hex editor, is unbreakable. No event can shake it. Even if Crassus uses spies in an unfriendly way, the alliance seems permanent. So the Syrian Legion player is never able to attack any barbarian city. And Syrian units can wander for the whole game around the barbarian fort units that cover the 'uncivilized' portion of the map. Does anyone have any ideas about what can be done? Thanks.
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