Here's my input.
First after looking at the map...
Early Coastal Ships - +1 movement
I think we should keep the standard ship, and make a trade ship with 2 holds, 4 moves, coastal, 40 sheilds.
Sail/Steam Ships after navigation - +2 movement
If we want to make "winning battles" more rewarding, not requiring the actual taking of territory......I'd suggest units as prestiege points. Whenever you destroy a unit, in your capital this prestiege unit appears in your capital, which can be disbanded for sheilds. However this would require your capital never be taken.
I'd also suggest all "ignore zones of control" abilities be removed!
This #1 allows you to actually defend against diplos and spies (which should cost more anyway)
#2 it avoids defence dodging 1 turn wars. In diplo V every side completely made forts useless by using this, which got lame and boring.
First after looking at the map...
Early Coastal Ships - +1 movement
I think we should keep the standard ship, and make a trade ship with 2 holds, 4 moves, coastal, 40 sheilds.
Sail/Steam Ships after navigation - +2 movement
If we want to make "winning battles" more rewarding, not requiring the actual taking of territory......I'd suggest units as prestiege points. Whenever you destroy a unit, in your capital this prestiege unit appears in your capital, which can be disbanded for sheilds. However this would require your capital never be taken.
I'd also suggest all "ignore zones of control" abilities be removed!
This #1 allows you to actually defend against diplos and spies (which should cost more anyway)
#2 it avoids defence dodging 1 turn wars. In diplo V every side completely made forts useless by using this, which got lame and boring.
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