Re: Re: AU: A MOD for the curriculum
Re: Musketeers. Why is it any different for the AI than Impi and Horsemen? It won't build them instead of knights, because one unit has the offense flag and the other has the defense flag.
Re: Paratroopers. If they get the same defense as Infantry, the player will build them instead of Infantry (in cities that can produce both in the same number of turns) just in case he needs the special ability.
Re: 0-zange bombard. Well, I guess you can call it my beloved feature, but the main point is that it gives you a reason to use archers in parallel with swordsmen.
Re: F-15 and stealth fighters. I don't have a strong feeling here, but why weaken units that are already quite weak?
Re: Ironclads and Frigates. I thought about giving Ironclads a movement of 3, but that would slow down the AI, since it likes to protect its galleons with ironclads. It's all about the AI and play balance. I don't worry about realism as far as naval units are concered, because they are already heavily abstracted. The tactical advatage of the higher-speed Destroyer over the Frigate should be sufficient.
Re: AEGIS. Again, no strong feelings, but if Destroyers don't upgrade to them, we should make it worth building Destroyers instead of AEGIS, sometimes. We have already strengthened AEGIS by ROF and by making submarines more powerful.
Re: Military academy. By not requiring a victorious Army, we would be removing a very important decision in the game: do I use the early leader for an Army, or for a FP? I like that we have this dilema. Remember that we are trying to preserve the flavor of the game, not change it to make it better for builders or warmongerers.
Re: Espionage and propaganda. OK, I'll adopt player 1's changes.
Lockstep, thanks for catching the Panzer bug.
Re: Musketeers. Why is it any different for the AI than Impi and Horsemen? It won't build them instead of knights, because one unit has the offense flag and the other has the defense flag.
Re: Paratroopers. If they get the same defense as Infantry, the player will build them instead of Infantry (in cities that can produce both in the same number of turns) just in case he needs the special ability.
Re: 0-zange bombard. Well, I guess you can call it my beloved feature, but the main point is that it gives you a reason to use archers in parallel with swordsmen.
Re: F-15 and stealth fighters. I don't have a strong feeling here, but why weaken units that are already quite weak?
Re: Ironclads and Frigates. I thought about giving Ironclads a movement of 3, but that would slow down the AI, since it likes to protect its galleons with ironclads. It's all about the AI and play balance. I don't worry about realism as far as naval units are concered, because they are already heavily abstracted. The tactical advatage of the higher-speed Destroyer over the Frigate should be sufficient.
Re: AEGIS. Again, no strong feelings, but if Destroyers don't upgrade to them, we should make it worth building Destroyers instead of AEGIS, sometimes. We have already strengthened AEGIS by ROF and by making submarines more powerful.
Re: Military academy. By not requiring a victorious Army, we would be removing a very important decision in the game: do I use the early leader for an Army, or for a FP? I like that we have this dilema. Remember that we are trying to preserve the flavor of the game, not change it to make it better for builders or warmongerers.
Re: Espionage and propaganda. OK, I'll adopt player 1's changes.
Lockstep, thanks for catching the Panzer bug.
Comment