How about starting another AU scenario with the new settings? I think further testing on different types of maps will give us some more data to discuss about, especially with the building preferences changed. Anybody who's got a good idea?
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AU: A MOD for the curiculum
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Theseus asked my opinion for the next AU, and I'll tell you what I told him:
I want a low-landmass archipelago, w/less than max civs (standard/arch/80%, 5 rivals). I've been toying with those settings lately.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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Originally posted by Arrian
Lockstep,
I think I was the one who argued for "wealth" instead of "culture" for the Egyptians. They produce plenty of culture anyway, but we're after getting them to build marketplaces and banks. At least, that's the theory.
-Arrian
BTW, 'culture-only'-improvements were already introduced in korn469's blitz mod, and the AI DOES build them. (Naturally, you have to tweak their costs, upkeep and culture production per turn so that they are a reasonable choice.)"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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Re: Re: AU: A MOD for the curriculum
Originally posted by lockstep
If you really want to make riflemen and infantry wortwile as attackers (which is discussible IMO), adopt player1's solution of an 8/10 infantry.
lethal land bombardment is a 'change fore the sake of change' IMO.
YES to more powerful battleships. OTOH I'd say leave Destroyers as they are now, leave the AEGIS cruiser's RoF at 2 and increase its bombard strength to 6. Finally, you could make Destroyers upgrade to AEGIS Cruisers.
As for the Docking Bay, I'd rather leave it as it is now, because this makes researching Robotics (and therefore the ability to build manufacturing plants) more of a strategic choice.
A radical solution to make Longevity useful: Move it to Medicine instead of Genetics.
Hmm ... why not 5%, 10% or even 50%? I'd leave research costs alone for now and change them accordingly to reports from test-games.
Originally posted by Arrian
Not a whole heckuva lot of difference was noted between the standard AI and the "killer" AI games in AU102.
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Re: Re: Re: AU: A MOD for the curriculum
Originally posted by alexman
That's an interesting idea. What does everyone else think? Is it too big of a change? We would remove the happy faces."As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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Originally posted by Sir Ralph
The Great Wall can be built with Construction. So can Aqueducts, and after they are built, the Walls become quickly obsolete anyway.
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Originally posted by Sir Ralph
That would be slightly better, but still lame.
EDIT: And if anyone fears that walls in every city on the continent are too unbalancing, we could drop the 'doubles defense' ability instead. It's a strange thought anyway that a city that grows from size 6 to size 7 has a smaller defense bonus than before."As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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Originally posted by lockstep
It's a strange thought anyway that a city that grows from size 6 to size 7 has a smaller defense bonus than before.
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Originally posted by lockstep
It's a strange thought anyway that a city that grows from size 6 to size 7 has a smaller defense bonus than before.
I'm all for trying it!!
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I built longevity ONCE. It sucks. Why? Because your cities shoot past their sustainable pop level. Say your city is size 22. Say it has one extra food, and accumulates enough to grow. Normally, it would hit 23 and stop. But with Longevity, it goes to 24 and will eventually starve back to 23. Eventually (I'm assuming a granary here), because 1/2 the food box, which is really big at this point, has to empty, 1 food at a time. Meanwhile, any city that has negative food intake cannot be in WLTKD. So Longevity will make your cities grow past their means and make a bunch of them drop out of WLKTD. Like I said, I built it ONCE. It's crap.
-Arrian
edit: I suppose you could sell the granary and the city would starve back right away, but if you have the Pyramids you're screwed.grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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I like the delicate way you put it, Arrian!
I agree with you, BTW.
But perhaps moving it to Medicine will give cities a longer time period where they're under their sustainable population. So, even if it still sucks, it should suck less.
I was thinking about the French UU again. Would it be better to lower its attack and give it a movement of 2? Like Impi of the Middle Ages. It would be more useful but still not as powerful as increasing its defense, it would be used properly by the AI, and it would be more in the spirit of the actual unit (a defensive unit that can be used in an offensive role - supporting knights). Also think of the mobility of Napoleon's Army (a bit later, I know). What do you think?
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I suppose. I still wouldn't build the stupid thing.
Re: Musketeers,
So a 2/4/2 unit? Hmm... that's powerful. But I think I like it. That would do unspeakable things to Knight-based attackers, and still be a pain in the butt for Cavalry. Attacking the French in the Middle Ages would be a difficult thing. Better bring a LOT of cannon along.
Playing as the French, you could essentially have Samurai with stacks of Knights protected by Musketeers. The advantage being that your defense part of this "Samurai" upgrades all the way to Mech Inf., instead of stopping at Cavalry.
I think I like that idea, Alexman.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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