Major differences between the AU mod and the PS mod and how to resolve them
Because I'd really like to see the best mods out yet converge into an 'Apolyton Standard mod', here are some thoughts about differences between AU and PS:
Because I'd really like to see the best mods out yet converge into an 'Apolyton Standard mod', here are some thoughts about differences between AU and PS:
- Musketeer stats - 2/4/2 in AU, 4/4/1 in PS. The AU mod's version is probably better for the AI, but results in a somewhat inconsistent upgrade chain. I guess only playtesting will resolve this issue.
- Inclusion of zero range bombardment - AU yes, PS no. I'm with alexman on this one because the feature is 'realistic' and the AI can actually cope with it.
- F-15 and Stealth fighter stats - AU gives them RoF of 3, PS leaves them at 2. I'm for the compromise that player1 is likely to include in the next version of his mod: Leave the F-15's and the Stealth Fighter's RoF at 2 (3 only for bombers), but give them a bombard strength of 5 instead of 4 (and increase the Fighter's and Jet Fighter's bombard strength to 3 instead of 2).
- EDIT: Lethal land bombardment for some air units - AU no, PS yes. I'm with Alexman on this one, because IMO lethal land bombardment is a 'change for the sake of change'. (Lethal sea bombardment is also debatable in terms of playbalance, but at least it makes 'Pearl Harbor'-type air attacks possible.)
- Movement rate of Frigate/Man-O-War and Privateer - AU adds +1 (so that it is 5 resp. 4), PS leaves them at 4 resp. 3. I'm with alexman on this one, because it adds a strategic choice of building Frigates (faster) vs. Ironclads (higher bombard strength).
- Ironclad upgrade path - AU to Battleship, PS to Destroyer. No strong feelings here, but upgrading to the Battleship would be in accordance with the Ironclad's civilopedia entry.
- Upgrade paths for Swordsman/Legionary/Immortals, Longbowman and Jaguar Warrior - AU to nothing, PS to Rifleman. I'm with player1 on this one because it really helps the AI to get rid of 'obsolete' units and makes for a less cluttered build menu. Although PtW's new Medieval Infantry - Guerilla upgrade path will change everything in that respect, player1's solution is still a nice temporary fix.
- Revised AI build priorities - AU yes, PS no. This will need additional playtesting, but I think - especially after Soren Johnson's comments - that alexman is on the right track here.
- Longevity tweaks - AU: available with Medicine instead of Genetics, PS: additional happy faces. I'm with alexman on this one, because it makes Longevity's original effect (faster city growth) actually useful.
- SS Docking Bay requires Robotics instead of Space Flight - AU no, PS yes. Actually, I was the one who suggested to alexman to leave things as they are in vanilla v1.29, but after some discussions with player1 and a full test game, I think that player1 was actually right. The solution (that is also likely to be included in the next version of player1's mod): Change SS Docking Bay's prereq to Robotics (so that only the purely military techs aren't required for a space victory) and increase the costs of SS parts by about 50% (250/500/1000 instead of 160/320/640), so that going for Robotics ASAP is still a strategic choice.
- Privateer upgrade path - AU to nothing, PS to Destroyer. No strong feelings here - I'd simply like to hear the opinion of expert players if a naval unit with A/D rates of 2/1, yet with hidden nationality is still of any use after Destroyers become available.
- Percentage of optimal cities from Chieftain to Deity is 150/120/100/90/80/70 instead of 100/95/90/85/80/70.This makes corruption more manageable at lower difficulty levels.
- Attack bonus against barbarians from Chieftain to Deity is 200/100/50/50/0/0 instead of 800/400/200/100/50/0. This makes barbarians more challenging at lower difficulty levels (an attack bonus of 800% at Chieftain isn't even fun).
- EDIT: Cruise Missile bombard range is 4 instead of 6 (still +2 compared to vanilla v1.29, 6 obviously was too unbalancing).
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