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AU: A MOD for the curiculum

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  • AU: A MOD for the curiculum

    Code:
    [SIZE=1]
    ============================
    APOLYTON UNIVERSITY MOD 1.06
    ============================
    (based on player 1's Patch Suggestion Mod)
    
    This MOD tries to present the player with more strategic decisions by balancing the 
    existing elements of the game. It serves as a base for the Apolyton University curriculum, 
    which is a series of games aiming improve the skills of participants through discussion 
    of their strategy in those games.
    
    The goals of this MOD are to:
    - Present the player with more strategic decisions.
    - Improve the AI.
    - Change as little as possible, to preserve the unmodded Civ3 flavor.
    - Reduce micromanagement. 
    
    GROUND UNITS
    ------------
    
    Action:  Added Wheeled ability to Tank, Panzer, Mech. Infantry, Modern Armor, Artillery, 
             Radar Artillery.
    Reason:  To give Paratroopers, Marines, and air and naval bombard support more improtance.
    Comment: Also increases realism. You can still move these units on enemy roads.
    
    Action:  Reduced the cost of Musketmen and Musketeers by 10.
    Reason:  To make these units more cost-effective.
    Comment: Two pikemen used to cost the same as one higher-tech musketman, yet they are more 
             effective on defense.
    
    Action:  Increased the movement of Musketeer to 2 and lowered its attack to 2 from 3. 
             Removed AI offense flag.
    Reason:  To make the AI use musketeers properly.
    Comment: Still remains in the spirit of the original unit. A defensive unit that can be used
             in an offensive role - supporting knights. Upgrade skips Riflemen because of 
             usefulness of two movement points.
    
    Action:  Increased attack strength of riflemen from 4 to 5 and reduced their cost from 80 to 70
    Reason:  Make these units more cost-effective and better-used by the AI.
    Comment: The AI sometimes uses these units for attack, so an increase in their strength helps it.
    
    Action:  Increased attack strength of infantry from 6 to 8
    Reason:  Make these units better-used by the AI.
    Comment: The AI sometimes uses these units for attack, so an increase in their strength helps it.
    
    Action:  Increased attack strength of marines from 8 to 10, and defense from 6 to 8.
    Reason:  Make this unit more valuable, and Amphibious War worth researching.
    Comment: This might help the AI build these units more. They are more useful now that tanks 
             can't pass through jungles and mountains. This unit is as expensive as a tank, yet its
             stats are still much lower. 
    
    Action:  Increased attack strength of paratroopers from 6 to 8, and defense from 8 to 10.
    Reason:  Make this unit more valuable, and Advanced Flight worth researching.
    Comment: To be consistent with the increase in infantry attack. This unit has the AI offense flag,
             so it better do some damage when attacking. Provides a good mountain defender for 
             when Infantry upgrades to (wheeled) Mech Infantry.
    
    Action:  Removed the AI offense flag from Mech. Infantry.
    Reason:  To prevent the AI from attacking with these units.
    Comment: Infantry built for attack (because the AI didn't have the resources to build cavalry 
             or tanks), is now converted to a defensive role and will never attack. This makes the
             AI have to build new offensive units, which helps because Tanks are always available when 
             Mech Infantry is available.
    
    Action:  Added zero-range bombard ability to Archers (2), Bowmen (2), and Longbowmen (4).
    Reason:  To make Archers and Longbowmen worth building, even after Swordsmen and Musketmen, 
             respectively. 
    Comment: Combined Arms! Stacks of units with archers have some benefit when defending cities. 
             The AI aften puts an archer in its cities for couterattack anyway.
    
    Action:  Added airlift flag to Catapult, Cannon, Artillery, Radar Artillery, Explorer, Scout, 
             Leader.
    Reason:  To reduce micromanagement. 
    Comment: You can airlift tanks, why not atillery? Leaders can fly by plane.
    
    Action:  Increased movement of Radar Artilery by 1. Now requires oil and rubber in addition 
             to aluminum.
    Reason:  To keep up with mobile modern units, which was the major drawback of this unit.
    Comment: Artillery should at least keep up with Mech. Infantry. 
             It's still slower than Modern Armor.
    
    Action:  Added pillage ability to Armies.
    Reason:  To give defensive Armies a function besides getting attacked.
    Comment: All units that can go into an Army have this ability.
    
    Action:  Reduced defense of Modern Armor from 16 to 14.
    Reason:  To encourage combined arms.
    Comment: The AI protects its offense-flagged units with defensive units anyway. MA was too good
             for its cost (and still is).
    
    Action:  Added operational range of 8 to Tank, Panzer, Modern Armor and Mech. Infantry.
    Reason:  To discourage AI from building paratroopers instead of these units.
    Comment: Since these units have no airdrop ability, will not affect gameplay, but it will 
             make sure the AI doesn't build paratroopers just because of their increased operational range.
    
    Action:  Reduced cost of cannon to 30 from 40.
    Reason:  To balance this unit compared to other ground bombard units.
    Comment: Under the standard rules, catapults are always more cost-effective bombard units than cannons. 
             With this change, cannons are more cost-effective when bombarding a defender of strength 8 and 
             above. And even with this change, artilery is more cost-effective than cannon for a defender 
             above strength 8.
    
    AIR UNITS
    ---------
    
    Action:  Increased ROF of Fighters and Jet Fighters to 2 from 1.
             Increased bombard strength of Jet Fighters to 3 from 2.
             Increased bombard strength of F-15 and Stealth Fighters to 6 from 4.
             Reduced cost of Stealth Bomber to 200 from 240.
             Gave all fighters lethal sea bombard (and the AI air bombard flag).
             In addition, F-15 and Stealth Fighter have lethal land bombard.
    Reason:  To increase the importance of airpower and to balance fighters versus bombers.
    Comment: Now carriers can use fighers to sink other ships, instead of always carrying bombers.
             St.Fighters are a viable alternative to St.Bombers. The F-15 is a good UU (for a plane).
             The following table shows the change in cost-effectiveness of each air unit in 
             bombarding.
    
             ===ORIGINAL===
             Unit       Str  ROF  Cost Dmg(HP) Value(%Bbr)
             -------------------------------------------------------
             Fighter     2    1     8   0.17     16
             Bomber      8    3    10   1.33    100
             Jet Ftr     2    1    10   0.17     13
             F-15        4    2    10   0.57     43 
             St. Ftr     4    2    12   0.57     36
             St. Bbr     8    3    24   1.33     42
             Cruise     16    3     6   1.85    231*
    
             ===AU MOD===
             Unit       Str  ROF  Cost Dmg(HP) Value(%Bbr)
             -------------------------------------------------------
             Fighter     2    2     8   0.33     31
             Bomber      8    3    10   1.33    100
             Jet Ftr     3    2    10   0.46     35
             F-15        6    2    10   0.75     56*
             St. Ftr     6    2    12   0.75     47*
             St. Bbr     8    3    20   1.33     50
             Cruise     16    4     6   2.46    308*
    
             Tables assume a 10-strength defender
             Str = Bombard Strength
             ROF = Rate of fire
             Cost = shield cost / 10
             Dmg = expected damage in HP
             Value = Percentage of cost-effectiveness of bomber.
             * = lethal land bombard
    
    Action:  Increased bombard range of Cruise Missile to 4 from 2, and its ROF from 3 to 4.
    Reason:  To make this unit more useful, since some air units now have lethal bombard.
    Comment: The Civilopedia says Cruise Missiles have a range of hundreds of miles. 
             Higher ROF means it has an extra shot and a chance to kill healthy veteran units.
    
    Action:  Increased Helicopter range to 8 from 6, and transport capacity to 2 from 1.
    Reason:  To make this unit more useful.
    Comment: The problem with helicopters was that it was difficult to land troops behind enemy lines.
    
    Action:  Increased Paratrooper operational range to 8 from 6
    Reason:  To make this unit more useful
    Comment: For balance, the operational range of Helicopters and Paratroopers should be the same.
    
    Action:  Add the "Load" flag to Cruise Missiles.
    Reason:  To make the loading of this unit official and not an exploit.
    Comment: Without this flag CMs can be loaded into transports directly, but not from cities.
    
    
    NAVAL UNITS
    -----------
    
    Action:  Added one move to all ships except: Galley, Caravel, Galleon, Ironclad, Carrier
    Reason:  To make Privateers and Frigates more powerful, without unbalancing later units.
    Comment: Naval movement was too low compared to late-game land and air movement. 
             Player now has a strategic choice between Ironclad and Frigate, since the latter is slower.
    
    Action:  Added two moves to Carrier
    Reason:  To reduce micromanagement of carrier protection.
    Comment: Battleships and Carriers do not have a big difference in speed in real life.
    
    Action:  Reduced the cost of the Privateer to 40 from 60.
    Reason:  To make this unit more useful
    Comment: It was not a cost-effective unit. Privateers should be cheaper than the more powerful 
             Frigates.
    
    Action:  Prerequisite of the Ironclad is now Industrialization instead of Steam Power.
             Increased cost to 90 from 80.
    Reason:  To make Frigates more useful.
    Comment: Frigates became obsolete too fast. England might have a half-decent UU now.
             Ironclads were actually more cost-effective for bombarding than battleships.
    
    Action:  Ironclad upgrades to Battleship.
    Reason:  To compensate for reducing the shelf-life of this unit by making it available later.
    Comment: The civilopedia says that the ironclad was "the forerunner of the modern battleship".
    
    Action:  Frigate and Privateer upgrade to Destroyer
    Reason:  To encourage building these units
    Comment: The upgrade cost is significant.
    
    Action:  Increased attack factor of Submarines and Nuclear Subs to 10 from 8.
    Reason:  To make these units (and hence AEGIS) more effective.
    Comment: Makes these units more dangerous on attack, but still vulnerable if attacked.
    
    Action:  Increased ROF of Battleships, and AEGIS by 1.
    Reason:  To increase the significance of naval power.
    Comment: Battleships are now as effective for bombardment as bombers.
             The following table shows the change in cost-effectiveness of each naval unit in 
             bombarding.
    
             ===ORIGINAL===
             Unit       Str  ROF  Cost Dmg(HP) Value(%BB)
             -------------------------------------------------------
             Frigate     2    2     6   0.33    125
             Man-O-War   3    2     6   0.46    173
             Ironclad    4    2     8   0.57    161
             Destroyer   6    2    12   0.75    141 
             Battleship  8    2    20   0.89    100
             AEGIS       4    2    16   0.57     80
    
             ===AU MOD===
             Unit       Str  ROF  Cost Dmg(HP) Value(%BB)
             -------------------------------------------------------
             Frigate     2    2     6   0.33     83
             Man-O-War   3    2     6   0.46    115
             Ironclad    4    2     9   0.57     95
             Destroyer   6    2    12   0.75     94 
             Battleship  8    3    20   1.33    100
             AEGIS       4    3    16   0.86     80
    
             Tables assume a 10-strength defender
             Value = Percentage of cost-effectiveness of battleship.
    
    
    IMPROVEMENTS AND WONDERS
    ------------------------
    
    Action:  Great Wall now also adds city walls to all towns in the same continent.
    Reason:  To make this wonder worth building.
    Comment: This will mainly affect the outskirts of your empire (just like the real Great
             Wall), since core cities will be larger than size-6 after Construction. 
    
    Action:  Increased happy faces for Cure for Cancer to 3 from 1
    Reason:  To make this wonder worth building.
    Comment: In the late game, when most empires have access to 6-8 luxuries, 
             1000 shields for one happy face is just not worth it.
    
    Action:  Longevity requires Sanitation instead of Genetics. Reduced cost to 800 from 1000.
    Reason:  To make this wonder worth building.
    Comment: By the time of Genetics, most cities are already maxed out population-wise.
    
    Action:  Military Academy no longer requires a victorious Army.
    Reason:  To make Armies more common, and war just for leaders less important.
    Comment: The Heroic Epic still requires a victorious Army. 
    
    Action:  SS Life Support needs Recycling instead of Superconductor
    Reason:  To force players to research more modern techs before launching
    Comment: The civilopedia entry mentions the importance of recycling for this component.
    
    Action:  SS Stasis Chamber needs Genetics instead of Synthetic Fibers
    Reason:  To force players to research more modern techs before launching
    Comment: Cryogenics need a deep understanding of biology, including Genetics.
    
    Action:  SS Docking Bay requires Robotics instead of Space Flight
    Reason:  To force players to research more modern techs before launching
    Comment: Just say you need robotic arms to load things in the docking bay.
             Only the purely military techs now aren't required for a space victory.
    
    Action:  Increased the cost of all SS components by 50%
    Reason:  To make Manufacturing Plants a viable option.
    Comment: The AI still places a high priority on building spaceship parts.
    
    Action:  Increased the upkeep of Banks from 1 to 2
    Reason:  To make building this improvement less of an obvious choice.
    Comment: The AI benefits from this change as it generally builds banks later than the human.
    
    Action:  Increased the upkeep of Research Labs to 3 from 2.
             Increased cost of Research Labs to 240 from 200.
    Reason:  To make building this improvement less of an obvious choice.
    Comment: The AI benefits from this change as it generally builds labs later than the human.
    
    GOVERNMENTS
    --------------
    
    Actions: Increased corruption for Republic from 'Nuisance' to 'Problematic'
             Added 3 free unit support to Monarchy.
             Increased worker speed to 3 from 2 for Communism.
             Doubled free unit support per town/city/metro and added 10 free units for Communism.
             Added 1 free unit per city and two free units per metropolis for Democracy.
    Reason:  To reduce the relative effectiveness of Republic 
             and the relative weakness of Communism
    Comment: Non-religious civs rarely had a reason to be in any other form of 
             government than Republic. Communism was never worth it, even for
             religious civs.
    
    GLOBAL CHANGES
    --------------
    
    Action:  Doubled value of Wealth
    Reason:  To make this build option sometimes worth choosing.
    Comment: It's still better to build units and disbanding them in corrupt cities (instead of
             using Wealth and rush-buying), but at least now Wealth is more useful than it
             used to be.
    
    Action:  Doubled effect of specialists
    Reason:  To make encourage 20+ size cities.
    Comment: This might benefit the human more than the AI for cities under max-size, and
             it adds some micromanagement. On the hand, having a few large cities rather than
             many small ones reduces micromanagement, and presents the player with another 
             decision.
    
    Action:  Reduced cost of Propaganda by 50%
    Reason:  To make this option worth pursuing.
    Comment: Playtesting by player 1 has indicated that this reduction in cost is not too much.
    
    
    AESTHETIC CHANGES
    -----------------
    
    Action:  Added more (and accurate) city names
    Reason:  "London 2" just doesn't seem right.
    Comment: Thanks to Sevorak and his mod for the compilation.
    
    CHANGES TO AI BUILD-OFTEN LIST
    ------------------------------
    
    Action:  Changed AI build-often list as shown below
    Reason:  To bring AI build order closer to what expert human players have found optimal
    Comment: Added production to all civs to encourage factories. Each civ has at least one
             marketplace category (trade, happiness, wealth) to encourage building this important
             building. Encouraging AI to take advantage of their cheap buildings: Scientific
             have Science flagged, Religious have happiness, Militaristic have trade and units.
    
             ----------------------------------------------------------------------------------
             Civilization  Off Def Arty Setl Work Nav Air Grth Prod Hap Sci Wlth Trad Expl Cult
             ----------------------------------------------------------------------------------
             Rome (4)       X   -                          -    X                 +         +
             Egypt (3)                                     X    X    +       +              -
             Greece (3)                            -            +        X        X         X
             Babylon (4)                                        +    +   X                  X
             Germany (5)    X                                   +        X        +         -
             Russia (4)                                -   X    +        X        +
             China (2)          +                          -    X        -        +         +
             America (3)                               X   X    X    +                      -
             Japan (4)      X                      -            +    X            +
             France (1)                                         +    X            X         X
             India (1)                                     -    +    +       X    X         -
             Persia (4)     X                                   +        +   X    -
             Aztecs (4)     X                                   +    X            +
             Zulu (5)       X                                   +                 +    +
             Iroquois (3)   +                              X    +    X                 -
             England (3)                           X            +            -    X         X
    
             X = original
             - = removed
             + = added
    
    
    Action:  Added "Emphasize Production" to advisor settings for all AI civilizations.
    Reason:  To bring AI irrigation, mining, and worked tiles closer to what expert human 
             players have found optimal.
    Comment: The AI used to irrigate too much and had to compensate by assigning many entertainers.
             The result was often large but unproductive cities.
    
    VERSION HISTORY
    
    [I][deleted 1.01 to 1.05][/I]
    
    1.06:
    Added operational range of 8 to Tank, Panzer, Modern Armor and Mech. Infantry.
    Added the "Load" flag to Cruise Missiles.
    Reduced cost of cannon to 30.
    Restored steal tech cost to original value.
    Moved Longevity to Sanitation.
    Removed the Swordsman-Longbowman upgrade path and restored Longbowman stats to original.
    Gave Communism 10 free units plus double free unit support per city instead of free building maintenance.
    [/SIZE]
    Qustions? Comments? Suggestions? Post them here before we start the next game!
    Attached Files
    Last edited by alexman; November 1, 2002, 18:16.

  • #2
    Excellent.

    I hope Soren is watching.

    Several comments / questions:

    * Just so we all understand, zero-range bombard is such that when attacked, there's a 'free' counter-bombard?

    * Thanks for eliminating some of player1's tweaks... the Sword-level unit upgrade was too far away from stock Civ3, both as it is and in the future, IMHO (that said, I think player1 has done great work).

    * "Quadrupled value of Wealth"... what does this mean?

    * The naval balances should be great.

    * The build preferences will probably need the most tweaking going forward.

    And lastly, thanks for good documentation... I know this is always a huge hassle for developers... Firaxis should hire you (although Mike B. seems to try to be the doc 'conscience' there!).
    The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

    Duas uncias in puncta mortalis est.

    Comment


    • #3
      Originally posted by Theseus
      Just so we all understand, zero-range bombard is such that when attacked, there's a 'free' counter-bombard?
      Yes, the archers now act like a catapult when they are attacked in a city. Actually, archers are half as strong as a catapult in this respect, but longbowmen have exactly catapult strength.

      "Quadrupled value of Wealth"... what does this mean?
      Hmm, you discovered my extra liberties with the rules. It means you get four times as much gold when you set your cities to "Wealth". I hope this can get rid of the tedious task of setting core cities to produce units, that you immediately disband in corrupt cities. If we quadruple wealth, then it is exactly the same to set the core cities to "Wealth" and rush the improvement in the corrupt cities using the extra cash. Otherwise disbanding units gives four times as many shields for each shield in the core city. Do you think this is unbalancing? I would love to give it a try. I increased the tech costs, for good measure, in case we end up with too much cash by setting all our empire to "Wealth".

      Comment


      • #4
        Originally posted by Theseus
        * Thanks for eliminating some of player1's tweaks... the Sword-level unit upgrade was too far away from stock Civ3, both as it is and in the future, IMHO (that said, I think player1 has done great work).
        For PtW, it is likely that swordsmen and/or longbowmen will upgrade to the new medieval infantry unit (which is currently being tested with A/D/M stats of 4/2/1), and from this unit an upgrade path to infantry or marines is at least discussible.

        Also, I think that the possibility to upgrade swordsmen and longbowmen is one of the few tweaks that actually HELPS the AI.

        Alexman, great work! (BTW, I noticed that ironclads upgrade to battleships instead of destroyers as in player1's mod. )
        "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

        Comment


        • #5
          Re: AU: A MOD for the curriculum

          Originally posted by alexman
          Action: Increased the attack strength of Musketmen and Musketeers by one.
          Added AI offense flag to Musketman.
          You meant Musketeer, didn't you?

          EDIT: I noticed that Musketeers alse have the offense flag in vanilla v1.29. If you meant to add the offense flag to Musketmen: Is it really a good idea to attack with a 3/4/1 unit that costs 60 shields when there's also a 4/1/1 unit that costs 40 shield (the Longbowman)? Or do you think that the AI will attack with stacks of Longbowmen/Musketmen?
          Last edited by lockstep; August 5, 2002, 08:12.
          "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

          Comment


          • #6
            Factor 4 is overkill

            alexman,


            Originally posted by alexman
            Yes, the archers now act like a catapult when they are attacked in a city. Actually, archers are half as strong as a catapult in this respect, but longbowmen have exactly catapult strength.
            I've tried it before, it works quite well and there isn't anything the AI can do wrong with it. Just the opposite: Finally the escorting-archers-with-spearman-thing will pay off.

            Hmm, you discovered my extra liberties with the rules. It means you get four times as much gold when you set your cities to "Wealth". I hope this can get rid of the tedious task of setting core cities to produce units, that you immediately disband in corrupt cities. If we quadruple wealth, then it is exactly the same to set the core cities to "Wealth" and rush the improvement in the corrupt cities using the extra cash. Otherwise disbanding units gives four times as many shields for each shield in the core city. Do you think this is unbalancing? I would love to give it a try. I increased the tech costs, for good measure, in case we end up with too much cash by setting all our empire to "Wealth".
            I think factor 4 is a little bit two much. Doubling it would still greatly decrease the need for micromanagement, especially since with the transfer and disband method you also have some losses, e.g. if your production doesn't fit exactly with the cost of the unit produced. Also talk about "preserving the original flavor..."

            Have you thought about upping the number of beakers produced by taxmen and scientist from one to two like player1 did? It definitely makes sense but might be another disadvantage to the AI while increasing micromanagement.

            Finally, cosmetics. I positively HATE cities like New Kyoto, Lahore2, etc. Any chance of incoporating the citynames patch? It just adds more cities, corrects the spelling and has been static for months, except for the version changes.

            Comment


            • #7
              Re: Factor 4 is overkill

              Originally posted by Killerdaffy
              I think factor 4 is a little bit two much. Doubling it would still greatly decrease the need for micromanagement, especially since with the transfer and disband method you also have some losses, e.g. if your production doesn't fit exactly with the cost of the unit produced. Also talk about "preserving the original flavor..."
              Yes, player1's doubling of wealth is enough for me. A factor of 4 could have a lot of unintended side-effects.

              Have you thought about upping the number of beakers produced by taxmen and scientist from one to two like player1 did? It definitely makes sense but might be another disadvantage to the AI while increasing micromanagement.
              Not only did player1, but virtually every major mod includes this feature. Alexman, please adopt it too!
              "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

              Comment


              • #8
                Re: AU: A MOD for the curriculum

                Originally posted by alexman
                Action: Added one move to all ships except: Galley, Caravel, Galleon, Ironclad
                Like player 1 you should add another movement point to the carrier, so that it has the same movement rate as the battleship.
                "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

                Comment


                • #9
                  MI still have the offense flag on. The discussion is just on again in player1's thread with the usual result: It just doesn't make any sense and hurts the AI. Please take it out.

                  Comment


                  • #10
                    Re: Re: AU: A MOD for the curriculum

                    Originally posted by lockstep
                    Like player 1 you should add another movement point to the carrier, so that it has the same movement rate as the battleship.
                    I second that. It also lessens the micromanagement if protecting a Carrier with a Battleship.

                    About the quadrupling of wealth. That's probably too much. What about doubling it plus doubling the effect of taxmen and scientists? Could be indeed a compromise.

                    And yes, if it can be done, please add one of these cityname and leadername mods. I hate Heidelburg, New Paris and London 2. Lockstep, can you recommend a good one? Maybe you post a link?

                    Comment


                    • #11
                      The latest revision of Sevorak's original citynames mod is here http://apolyton.net/forums/showthrea...ight=citynames

                      Comment


                      • #12
                        Riflemen & Infanrty stat changes removed from my MOD should stay.

                        Since that way, offense role of AI foot units shines, and make Cavalry vs Infantry decision more interesting.

                        As for my Sword & Longbow upgrade, it was just logical (at least until Ptw). They are all foot units with different weapons.
                        And Riflemen is also an ATTACK unit.

                        But since 0range bombard is exclusive to Archers-type, expet some player to use thme even in modern age.

                        Comment


                        • #13
                          The 4x wealth is definitely overkill (I'm ok with wealth as it is), 2x is enough.

                          What exactly were your infantry changes, Player 1? 8/8/1 for infantry, right? What about riflemen?

                          Ironclads to Battleships... well, I guess, but it better be expensive!

                          +2hp to subs? I'd just increase their a/d stats. Or add 1 hp. 2 is a lot.

                          I like the other changes a lot.

                          -Arrian
                          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.

                          Comment


                          • #14
                            Originally posted by Arrian
                            What exactly were your infantry changes, Player 1? 8/8/1 for infantry, right? What about riflemen?
                            Just click on the link in my sign.

                            Comment


                            • #15
                              Arrian,

                              Originally posted by Arrian
                              Ironclads to Battleships... well, I guess, but it better be expensive!
                              120 Gold enough for you? It might help the AI, especially the killer version that has enough money.

                              Comment

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