Secondly, do you realize that a battleship will be able to move 75 spaces in one turn?

Battleship 25.20.4 16[6]2 200|1
25 attack
20 defense
4 move (4x3=12 with the all terrain as roads)
16 bombard strength
6 rate of fire
2 range
200 shield cost
1 transport ability (cruise missle only)
Either way, though, the war galley should be 0.0.1 30 (sink in sea, sink in ocean, count all terrain as road). This will stop the war galley from making an attack (if winning) and then being able to still move.
also i think that we don't need two naval transports in the ancient age
and about making ocean tiles cost 2 movement spaces (or 3), i have been thinking about this in depth already and i haven't decided
pros:
stops early ocean expansion
doesn't effect units with ATR (all terrain as roads)
cons:
forces all later naval units to have ATR
all naval units will then have movement in multiples of 3
what do you think? at first i was leaning towards multiple movement oceans (and possibly seas) but right now i'm just neutral about it
Barbarians should have a little bit weaker of units, IMO. Here a few possible combos: war charriot/swordsmen - horsement/swordsmen - horsemen/immortals -
mounted warrior/immortals
mounted warrior/immortals
Lockstep, I think that idea for resources is a good one

i didn't get any private messages about the prebeta offer, but it's still on the table for anyone who wants it, but since there is no immeadiate demand for it i'm going to go watch training day (it arrived from amazon today) i saw it in the theater and it's great, so check it out if you get the chance
but i'll check here in the morning for prebeta requests and i'll continue to polish the readme and beta8, i still gotta tackle the text files, and i'm waiting on the modded units_32.pcx file
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