Here we go again...
Please find that! Maybe we should make a seperate post about that, to see if anyone else knows.
Really? Wow. By the way, Armies and variants should have blitz capability - its a lot of units to tie up for only one attack.
We need to bug Firaxis about this then, cos that's clearly a bug. I wouldn't let it slow down the planning of unit number changes though.
I agree mining is a valid strategy. However, it should have its tradeoffs (as you say, smaller max out). Especially early in the game it doesn't have those tradeoffs, in my opinion.
I don't prefer to work that way - too slow. I prefer to take it one era at a time. Figure out what extra techs are needed to support all the extra stuff we're adding, and then we can work on the fine tuning, connections and so forth.
To that end, I notice you have Hullmaking, Sea Exploration, Vehicles, Seige Weapons. I don't know which ones you plan on deleting, now that you don't have to delete so many.
Seige Weapons I'd call Seige Warfare, Sea Exploration Seafaring. Vehicles - not sure what this is, but I don't like the name. The wheel was actually invented around 3500 BC, so no need to change that. I also prefer Animal Husbandry to Animal Domestication, since AD had been going on for thousands of years earlier. I'm also not happy with Polytheism and Monotheism, since it applies Monotheism is superior (tell that to India). Maybe change that to Organized Religion and Religious Doctrine (not sure of the second name, but the idea is a holy book/ official set of beliefs along the lines of Bible, Koran, etc).
To those, Stirrup is a must have for that era. Perhaps add Bureaucracy to support the new Empire gvmt and some related wonders. Other than that, can't think of much else.
I would be in favor of lowering them even below 80% at the start. But if things are going too slow, make the ancient techs proportionately less expensive than later ages, when one presumably has lots of science buildings. I think the too slow thing should only be a problem in the first age, and we can fix that.
I wonder if an AI cheat is that the AI can't ever lose money, but just stays at zero if its running a deficit.
I totally think this is too complicated. Your goals here are admirable, but one should instictively know how many hit points a unit has, without having to look it up. You have 4 "eras" for your units in your chart, why not just add one hit point each new era.
I've also decided I'm against an extra hitpoint for UUs. If you think UUs aren't special enough, improve their numbers or lower their cost a tad. Hitpoint change should signify a quatum leap change in weapon type, and not just be used for slight tweaks in durability.
BTW, i saw that post at some time where I think they answered that. It might have even been a chat log, i cant remember
I've used the 5 unit army in past games.
i know thats the rule, but i've never seen it actually work that way.
But a mining strategy is a valid strategy. They suffer later because their cities will max out much smaller than others.
i think we need to nail down the units/wonders/buildings first. We should try to agree on the very basic advances. i think these are the ones that do not need requirements: bronze working, writing (includes alphabet, because not all writing was alphabetical), hullmaking, cerimonial burial, wheel, ballistics, animal domestication (renamed from horse riding), pottery, and masonry. Using these as stepping stones, we can then work on the next tier of advances.
To that end, I notice you have Hullmaking, Sea Exploration, Vehicles, Seige Weapons. I don't know which ones you plan on deleting, now that you don't have to delete so many.
Seige Weapons I'd call Seige Warfare, Sea Exploration Seafaring. Vehicles - not sure what this is, but I don't like the name. The wheel was actually invented around 3500 BC, so no need to change that. I also prefer Animal Husbandry to Animal Domestication, since AD had been going on for thousands of years earlier. I'm also not happy with Polytheism and Monotheism, since it applies Monotheism is superior (tell that to India). Maybe change that to Organized Religion and Religious Doctrine (not sure of the second name, but the idea is a holy book/ official set of beliefs along the lines of Bible, Koran, etc).
To those, Stirrup is a must have for that era. Perhaps add Bureaucracy to support the new Empire gvmt and some related wonders. Other than that, can't think of much else.
i have to admit that i was surprised not to see a science limit. But with all the changes being made to science costs, i wouldnt lower any to under 80%. Even at 100% advances are taking 20+ turns each. Eventually, as i build units i have to lower it to support my armies. i suspect that this is the same thing hampering the AI treasuries. The AI build far more units than I do. I bet if we modify the # of free units for each gov, then treasuries will grow more. (plus the 80% cap)
I wonder if an AI cheat is that the AI can't ever lose money, but just stays at zero if its running a deficit.
OK, maybe it is a little complicated
I've also decided I'm against an extra hitpoint for UUs. If you think UUs aren't special enough, improve their numbers or lower their cost a tad. Hitpoint change should signify a quatum leap change in weapon type, and not just be used for slight tweaks in durability.
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