Originally posted by =DrJambo=
1. Adding +1 hp to the Nuclear Sub and AEGIS seeing as they are modern age ships.
1. Adding +1 hp to the Nuclear Sub and AEGIS seeing as they are modern age ships.
Originally posted by =DrJambo=
2. Making Privateers appear with Navigation? The AI will then build them during the period between Navigation and Magnetism.
2. Making Privateers appear with Navigation? The AI will then build them during the period between Navigation and Magnetism.
And flavor side, it would be straneg that main naval vessel is "pirate ship".
The way it is it won't be too much bad, since they are fine before you get Industralisation.
Originally posted by =DrJambo=
3. Adding +2 to the bombard strength or +1 to the ROF of the modern ships (Destroyer/Battleship/AEGIS) you have in your mod? I feel they are still too weak compared to Bombers the way you have them...
3. Adding +2 to the bombard strength or +1 to the ROF of the modern ships (Destroyer/Battleship/AEGIS) you have in your mod? I feel they are still too weak compared to Bombers the way you have them...
Basicly 8/rof3 Batteship were too much dominating. Better use then bombers (no fear of interception) which also lower need for Carrier/Bomber packs.
Now with just +2Bom. Str. they are in fine balnce (12/rof2 would be "almost" same as 8/3rof)
Originally posted by =DrJambo=
4. Giving the Guerilla a 0 range bombard ability of 6? This makes them useful support troops when defending in stacks and gives a reason for building these units other than when one lacks rubber and upgrading archaic swordsmen/longbowmen.
4. Giving the Guerilla a 0 range bombard ability of 6? This makes them useful support troops when defending in stacks and gives a reason for building these units other than when one lacks rubber and upgrading archaic swordsmen/longbowmen.
Plus I like this unit as in "bummer, I have can't build Infantry" situations.
(in this MOD sword & bow upgardes to Riflemen)
And somehow having them with uniqe bombard ability just feels wrong (why should THEY be able to bomabrd, and not let's say Infantry or Mech. Infantry).
Originally posted by =DrJambo=
5. If you consider the main difference between the Frigate/MOW and the Ironclad to be in defence as opposed to weaponry then why not add a +1 to the Frigate's and MOW's bombard ability?
5. If you consider the main difference between the Frigate/MOW and the Ironclad to be in defence as opposed to weaponry then why not add a +1 to the Frigate's and MOW's bombard ability?
It would make better to bomabrd with Frigate (or MOW) instead with Ironclad.
That would lead to weird combos like 5 Firgates and 2 Ironclads. 5 Frigates bombard and 2 Ironclads attack wounded units.
Originally posted by =DrJambo=
6. Why not make the Ironclad slightly slower than the Frigate/MOW? One way to do this is to give the Ocean a movement of 2 and allow every ship save the Ironclad and Galley to ignore the ocean movement. Ironclads were never really deep-sea ships anyhow.
6. Why not make the Ironclad slightly slower than the Frigate/MOW? One way to do this is to give the Ocean a movement of 2 and allow every ship save the Ironclad and Galley to ignore the ocean movement. Ironclads were never really deep-sea ships anyhow.
And I think that I already put fine balance with them.
Originally posted by =DrJambo=
7. Lower steal plans and steal technology to 7 and 8 respectively and lower investigate city greatly (to 1, 2 or 3?). Why's it so much to investigate cities anyway?
7. Lower steal plans and steal technology to 7 and 8 respectively and lower investigate city greatly (to 1, 2 or 3?). Why's it so much to investigate cities anyway?
As for tech steal, I tried, but it gave way to cheap tech in modern era.
Even with standard cost you could steal tech for 2500gp (safely), which could normally be bought for about 10,000 to 15,000gp.
Of course it still leaves problem in earlier eras (wehn steal tech is expensive).
Originally posted by =DrJambo=
8. Lower pop rushing and drafting penalties to 10 turns.... there's your Communism boost in a oner.
8. Lower pop rushing and drafting penalties to 10 turns.... there's your Communism boost in a oner.
I'll think about it.
Who knows, maybe I add it one day.
But, normal town grows in size in 10 turns so it gives 20 shields for 10 turns 9with no hap. penality). On the other hand, that still just 2 shields on turn average.
As I said I'll think about it.
Other possibility is making pop rush give 30 shields, but that would porbbaly make things fall apart (so I wan't do it).
Originally posted by =DrJambo=
9. As a consequence of this making Depostism too good give it a rate cap of 7 (i.e. 70% science/tax maximum) on the slider. This will help curb early tech rushing from the AI using 100% science strategies in the Ancient Period and make it desirable to change out of Despotism.
9. As a consequence of this making Depostism too good give it a rate cap of 7 (i.e. 70% science/tax maximum) on the slider. This will help curb early tech rushing from the AI using 100% science strategies in the Ancient Period and make it desirable to change out of Despotism.
Originally posted by =DrJambo=
10. Consider changing the unit support of Monarchy and Communism to 3, 6 and 12 instead of 2, 4 and 8? War doesn't cripple the AI so much, but builder strategies are still better in Democracy.
10. Consider changing the unit support of Monarchy and Communism to 3, 6 and 12 instead of 2, 4 and 8? War doesn't cripple the AI so much, but builder strategies are still better in Democracy.
But that would benfeit human too much (makes Despotism to Monarchy transition no brainer).
Originally posted by =DrJambo=
11. Make elite units have 6 hp? Helps Militaristic civs and makes elite soldiers really worth looking after.
11. Make elite units have 6 hp? Helps Militaristic civs and makes elite soldiers really worth looking after.
Originally posted by =DrJambo=
12. Longevity under Sanitation? Lets face it, it's fairly useless where you have it under Genetics.
12. Longevity under Sanitation? Lets face it, it's fairly useless where you have it under Genetics.
Still, you could use it as conscript factory.
Originally posted by =DrJambo=
13. Make Cure of Cancer a culture Wonder, say providing 50 culture points where it's created? Have you ever seen a Cultural victory? I haven't but i'd sure like to see one without necessarily having to conquer all the other civs to reach it. By all accounts, people that achieve Cultural victories are nearly at Domination victory anyway. In my opinion this is wrong and Cultural victories should be achievable with less aggressive measures. However, maybe this isn't enough on its own to make a difference as it comes so late in the game. In fact i'd like to know how to achieve a hard fought Cultural victory from a mainly astute builder's strategy? Any ideas?
13. Make Cure of Cancer a culture Wonder, say providing 50 culture points where it's created? Have you ever seen a Cultural victory? I haven't but i'd sure like to see one without necessarily having to conquer all the other civs to reach it. By all accounts, people that achieve Cultural victories are nearly at Domination victory anyway. In my opinion this is wrong and Cultural victories should be achievable with less aggressive measures. However, maybe this isn't enough on its own to make a difference as it comes so late in the game. In fact i'd like to know how to achieve a hard fought Cultural victory from a mainly astute builder's strategy? Any ideas?
By the way, best way to get culural victory is to play on bigger map (since needed culture points never scale with map size)
Originally posted by =DrJambo=
1. Why add a +1 defence to the Cossack? Having a 4 defence is more useful than you think.
1. Why add a +1 defence to the Cossack? Having a 4 defence is more useful than you think.
Plus, Musketmen and Riflemen have higher attack value (3 and 5), so defense rating of 4 is not so great anymore. Also, I can't see broken if comapred to medivial Samurai.
Originally posted by =DrJambo=
2. More of an explanation this....
Propaganda makes citizens unhappy. The reason i know this is i've had the AI try it to me repeatedly in the same city. I think propaganda is successful when the number of unhappy citizens reaches a certain level (disorder maybe!?) and therefore the more times propaganda missions are attempted in one city the greater the likelihood it will succeed. Hence the reason it's better to use propaganda in a city of a civilisation currently in a period of anarchy.
2. More of an explanation this....
Propaganda makes citizens unhappy. The reason i know this is i've had the AI try it to me repeatedly in the same city. I think propaganda is successful when the number of unhappy citizens reaches a certain level (disorder maybe!?) and therefore the more times propaganda missions are attempted in one city the greater the likelihood it will succeed. Hence the reason it's better to use propaganda in a city of a civilisation currently in a period of anarchy.
Still halved propaganda prices look fine to me (that not cheap even if it would always succed).
Originally posted by =DrJambo=
Anyway, these are all simply suggestions as many of these i use myself and i'd ike to hear your thoughts on them. More to come when i can think of more.
Anyway, these are all simply suggestions as many of these i use myself and i'd ike to hear your thoughts on them. More to come when i can think of more.

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