Originally posted by Kuratko
1. What about raising the fortress defense bonus to 100%. In the current state I find them hardly useful....
1. What about raising the fortress defense bonus to 100%. In the current state I find them hardly useful....
And if I'm not sure that some change would be good, then I try to keep old values.
Although there are some good uses. Like for extra defense in colony (having them both at same tile) or to guard a chokepoint.
[SIZE=1]2. Setting Privateer as a Barbarian sea unit. To me this seems a logical choice. It would make overseas expansion more difficult but still tractable using galleys (they will have 2hp, galleys with 2 hp are rather weak).
Still it would be nice if barbarians could upgrade their fleet to Privateers in renesance.
But, unfortunately it's not possibile.
[SIZE=1]3. More controversial: What about improving the jungle to F/S/C=1/1/0? I know they can be cut but still it seems to me that civilizations starting in jungles are severely handicapped. Though bad luck is part of the game, jungle might be a too big penalty. On the other hand, jungles can help to separate two civs for some time which might be a good thing, I don't know, what do you think?
You always get disease in jungles.
[SIZE=1]4. I still have a problem with Explorer. As it is, I rarely use it as an Explorer as it comes too late. I would either move it to earlier tech (Map Making?) or rename it as I use it rather as a rapparee destroying foreign improvements and 'spying'. Moving it earlier, however, would make it too strong with movement of 2 and 'all terrain as roads' which in turn would further weaken expansionistic trait. What do you think?
Alowing them earliers would make their graphic a little bit silly.
Anyway, Exapnsionistic civ already get Scout for early exploration.
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