I've now, for the first time, played C3C deep into the modern era, and gotten a pretty comprehensive look at what's new, so a few words are in order on the unit/military front.
BIG thumbs up to Atari/Breakaway for the work they did here. The Guerilla upgrade path is now more than just a throwaway to let those old swords and archers be at least nominally useful. TOW Infantry is something I'll actually put into the build queue, even with Mechanized Infantry available, as a vital part of a combined defense. It also gives a resource poor civ an avenue to a very stout defense. Flak/Mobile SAM is also a good addition, imo, though I've yet to have to use them in combat.
I like the "Wonder Units", now that I've been able to build both of them, and find Crusaders to be useful in constructing my modern era "Siegfried Line". Ancient Cav would be overpowered, if it didn't take so long to build and consolidate a force of any size of them, so good balancing job on that. The Trebuchet, obviously, is a very nice intermediate step.
If my memory isn't failing, they increased Bomber and Jet Fighter range to 10 and 9 tiles, which on a huge map is just about perfect (wasn't it 6 in PTW, with 8 for SF and 12 for SB?). Once I get the stealth aircraft, I'm sure similar kudos will be in order there as well. I like the increased transport capacity for Helicopters, but it's not a huge deal.
The biggest thumbs up goes to sea units. The curragh, with the pushing back of map and contact trading, gives a much needed early exploration avenue. Naval warfare is as fixed as I ever expected to see it. Destroyers are worth building, even after Battleships are available. Cruisers are an excellent addition, and a proper naval force can now be assembled, with a nice mix of speed, power and detection, rather than simply throwing as many Battleships out there as you can. Stealth attack for subs... beautiful, and a much needed ability for them. My only complaint is that I still wish subs had a transport capacity of one foot unit for those cloak and dagger insertion ops. Again, not a big deal (and easily edited in), but now that the AI doesn't know where my subs are, it would be nice. Of course, that may lead to problems with the AI knowing where my Marine unit is, but not the sub that's carrying it.
Now if we can just get helos basable on carriers...
All in all, great work, guys, and thanks.
BIG thumbs up to Atari/Breakaway for the work they did here. The Guerilla upgrade path is now more than just a throwaway to let those old swords and archers be at least nominally useful. TOW Infantry is something I'll actually put into the build queue, even with Mechanized Infantry available, as a vital part of a combined defense. It also gives a resource poor civ an avenue to a very stout defense. Flak/Mobile SAM is also a good addition, imo, though I've yet to have to use them in combat.
I like the "Wonder Units", now that I've been able to build both of them, and find Crusaders to be useful in constructing my modern era "Siegfried Line". Ancient Cav would be overpowered, if it didn't take so long to build and consolidate a force of any size of them, so good balancing job on that. The Trebuchet, obviously, is a very nice intermediate step.
If my memory isn't failing, they increased Bomber and Jet Fighter range to 10 and 9 tiles, which on a huge map is just about perfect (wasn't it 6 in PTW, with 8 for SF and 12 for SB?). Once I get the stealth aircraft, I'm sure similar kudos will be in order there as well. I like the increased transport capacity for Helicopters, but it's not a huge deal.
The biggest thumbs up goes to sea units. The curragh, with the pushing back of map and contact trading, gives a much needed early exploration avenue. Naval warfare is as fixed as I ever expected to see it. Destroyers are worth building, even after Battleships are available. Cruisers are an excellent addition, and a proper naval force can now be assembled, with a nice mix of speed, power and detection, rather than simply throwing as many Battleships out there as you can. Stealth attack for subs... beautiful, and a much needed ability for them. My only complaint is that I still wish subs had a transport capacity of one foot unit for those cloak and dagger insertion ops. Again, not a big deal (and easily edited in), but now that the AI doesn't know where my subs are, it would be nice. Of course, that may lead to problems with the AI knowing where my Marine unit is, but not the sub that's carrying it.
Now if we can just get helos basable on carriers...
All in all, great work, guys, and thanks.
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