Until we get decided on what types of threads we want, I figured I would get the ball rolling here.
Here are my thoughts on changes to units (including UUs). Note that I've not really looked at planes and ships, as I still have little experience with them.
Curragh
Increase cost to 20 Shields.
I've only seen the AI use these on Sid. This means that in a vast majority of games they're a human-only unit. This gives the human player an important advantage in terms of early Contacts in almost any given game. The "suicide Curragh" strategy (also human-only) reinforces this problem. Although not a super-solution, making Curraghs more expensive addresses this to some extent.
I'm also toying with the idea of restricting Curraghs to 1-tile movement only in Sea and Ocean, and making them only available to Seafaring civs. This is quite a drastic change, however.
Cavalry
Reduce Attack to 5.
Create new "Improved Cavalry" available at Nationalism with old Cavalry stats.
As discussed previously, most games "end" with a Cavalry offensive by the human player. The AI needs Riflemen to effectively defend against Cavalry, but Nationalism is often a long way off when the human player beelines to Military Tradition.
The way this modification works is that with the advent of Nationalism a civ can "upgrade" their Cavalry to Improved Cavalry at no cost (nationalistic sentiment makes them more effective in battle, or whatever). A nice side effect of this is that it should give some incentive for the human player to research or trade for Nationalism.
I'm eager to see if this change works out in actual play.
Infantry
Increase Attack to 8.
The AI uses Infantry as its primary attack unit until Tanks, so making them more effective on the offensive helps it out. This worked out great in previous versions of the mod and I think we should use it here too.
Jaguar Warrior
The Shield cost of the Jag was increased solely for the MP community. Should we revert back to the 10-Shield version, since AU is a SP mod?
Chasqui Scout
0/0/1, ATAR, 20 Shields.
Scout upgrades to Chasqui Scout.
The current version of the Chasqui is laughably poor. This gives the Incans a powerful super-Scout right from the start. This AI uses the first one well, but never builds more. Through testing there is some concern that this is too powerful a unit in the human player's hands. Personally I think the UU is fine as is, the real problem being that it belongs to an Agricultural civ.
Swiss Mercenary
Increase cost to 40 Shields.
Yes, we all love the Swiss Merc. But let's face it, the only reason we do is that it's super-powerful. Half-cost Musketmen without the Saltpeter requirement is too good. Hopefully the increase in Shield cost will transfer it from the "no-brainer" to the "slightly interesting" category.
Ansar Warrior
Another unit that I think is too powerful. When it comes down to it, this is a cheaper Rider. And we all know how the AI cannot defend against 3-Move units. I'm not sure how to balance this, and if we should.
Keshik
By contrast, the Mongols get the shaft in the Knight UU category. The Mongols could use the help.
Conquistador
Reduce cost to 60 Shields.
AND/OR
Swap Attack and Defense values (Attack 2, Defense 3)
The problem with the Conquistador is that, at its 70-Shield cost, most of the time you would rather have another Knight. Paying 70-Shields to send these deep into enemy territory only to perish the next round is not exactly cost-effective (incidentally, the AI never does this).
Both of the proposed changes make the Spanish UU slightly better at doing what they do best. If you're not too afraid of the ATAR ability you'll even support implementing both.
H'wacha
Lethal land bombardment needs some testing. Although it's a novel unit to use when you get around to playing the Koreans, IMO it turns games into boring bombard-fests against the AI, with a foregone conclusion.
Javelin Thrower
This unit is too powerful for the human player, as it's a simple matter to keep a few Barb camps around, for use as "Slave farms". On average this translates a couple of Javs into ~15 Slaves...well worth the investment. Needless to say, the AI never does this.
Assuming Firaxis/Breakaway does nothing about this bugger, what should we do about it?
An "evil" solution is reduce cost to 20 Shields but make them cost 1 pop to build (like Workers). Unfortunately this would hurt the AI more than the human player.
Crusader
Increase Attack to 6.
Am I the only one who is not impressed with the Knights Templar?
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All comments are (of course) welcome.
Dominae
Here are my thoughts on changes to units (including UUs). Note that I've not really looked at planes and ships, as I still have little experience with them.
Curragh
Increase cost to 20 Shields.
I've only seen the AI use these on Sid. This means that in a vast majority of games they're a human-only unit. This gives the human player an important advantage in terms of early Contacts in almost any given game. The "suicide Curragh" strategy (also human-only) reinforces this problem. Although not a super-solution, making Curraghs more expensive addresses this to some extent.
I'm also toying with the idea of restricting Curraghs to 1-tile movement only in Sea and Ocean, and making them only available to Seafaring civs. This is quite a drastic change, however.
Cavalry
Reduce Attack to 5.
Create new "Improved Cavalry" available at Nationalism with old Cavalry stats.
As discussed previously, most games "end" with a Cavalry offensive by the human player. The AI needs Riflemen to effectively defend against Cavalry, but Nationalism is often a long way off when the human player beelines to Military Tradition.
The way this modification works is that with the advent of Nationalism a civ can "upgrade" their Cavalry to Improved Cavalry at no cost (nationalistic sentiment makes them more effective in battle, or whatever). A nice side effect of this is that it should give some incentive for the human player to research or trade for Nationalism.
I'm eager to see if this change works out in actual play.
Infantry
Increase Attack to 8.
The AI uses Infantry as its primary attack unit until Tanks, so making them more effective on the offensive helps it out. This worked out great in previous versions of the mod and I think we should use it here too.
Jaguar Warrior
The Shield cost of the Jag was increased solely for the MP community. Should we revert back to the 10-Shield version, since AU is a SP mod?
Chasqui Scout
0/0/1, ATAR, 20 Shields.
Scout upgrades to Chasqui Scout.
The current version of the Chasqui is laughably poor. This gives the Incans a powerful super-Scout right from the start. This AI uses the first one well, but never builds more. Through testing there is some concern that this is too powerful a unit in the human player's hands. Personally I think the UU is fine as is, the real problem being that it belongs to an Agricultural civ.
Swiss Mercenary
Increase cost to 40 Shields.
Yes, we all love the Swiss Merc. But let's face it, the only reason we do is that it's super-powerful. Half-cost Musketmen without the Saltpeter requirement is too good. Hopefully the increase in Shield cost will transfer it from the "no-brainer" to the "slightly interesting" category.
Ansar Warrior
Another unit that I think is too powerful. When it comes down to it, this is a cheaper Rider. And we all know how the AI cannot defend against 3-Move units. I'm not sure how to balance this, and if we should.
Keshik
By contrast, the Mongols get the shaft in the Knight UU category. The Mongols could use the help.
Conquistador
Reduce cost to 60 Shields.
AND/OR
Swap Attack and Defense values (Attack 2, Defense 3)
The problem with the Conquistador is that, at its 70-Shield cost, most of the time you would rather have another Knight. Paying 70-Shields to send these deep into enemy territory only to perish the next round is not exactly cost-effective (incidentally, the AI never does this).
Both of the proposed changes make the Spanish UU slightly better at doing what they do best. If you're not too afraid of the ATAR ability you'll even support implementing both.
H'wacha
Lethal land bombardment needs some testing. Although it's a novel unit to use when you get around to playing the Koreans, IMO it turns games into boring bombard-fests against the AI, with a foregone conclusion.
Javelin Thrower
This unit is too powerful for the human player, as it's a simple matter to keep a few Barb camps around, for use as "Slave farms". On average this translates a couple of Javs into ~15 Slaves...well worth the investment. Needless to say, the AI never does this.
Assuming Firaxis/Breakaway does nothing about this bugger, what should we do about it?
An "evil" solution is reduce cost to 20 Shields but make them cost 1 pop to build (like Workers). Unfortunately this would hurt the AI more than the human player.
Crusader
Increase Attack to 6.
Am I the only one who is not impressed with the Knights Templar?
---
All comments are (of course) welcome.
Dominae
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