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Expansionist Trait

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  • #31
    Scouts should be tweaked to have 1 defense and no promotions/leaders. Then you would have a change of surviving barbs but still don't hava a change to do damage to other civs.
    Don't eat the yellow snow.

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    • #32
      Originally posted by Pep
      I think scouts should be tweaked to be a "stealth" unit to barbs. Or barbs shouldn't attack them. I really hate to finish my scout movement near a barbarian camp knowing in the next turn he will be killed!

      Also, to improve the trait and make it not only a "all or nothing" trait, I would add a new bonus to it. The bonus could be railroads easier to build or factories cheaper, to guarantee expansionistic civs just an expansion in the industrial era
      wow. Several good ideas here. I like the railroads being easier to construct -- that's logical and the benefit is worthwhile, but not unbalancing. Also a benefit that occurs later in the game -- brilliant!

      You should post this in the Civ4 list creation threads in the civ future forum...
      Haven't been here for ages....

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