I have a few (should be easy to do) suggestions for the game and editor.
Editor:
1. Allow us to set max for both sci and lux rates in the editor seperatly(sp).
2. Remove the minimun set of 5 from the specific gov. sci rates in the editor, for the scenarios that we do not want a science advancment.
3. Increase max amount from 100 to say 500+ for science rate in the editor (not in game, just increase to option from 100 to 500+ in the editor)
4. Allow us to stop gov switching within the game if we choose it for a scen. option. (IE and ancient Egypt scen should never have the option of going to democracy)
Game:
1. IMHO Archer units are not represented as they should be, their attack is too strong and can take out an offencive unit by themselves. Some have suggested giving them a range attack bonus, but that is a problem because it allows archer to distroy buildings. I suggest doing this:
a. Droping their stats to 1/1/1
b. make them defencive units
c. Give them "ZOC"
d. and most importantly set them with the bombard ability WITH OUT ANY RANGE POINTS. This way an archer can fire off a defencive volly when their stack/city is attacked with out giving them the ability to "fire" an offencive artillery attack. When you hit the bombard button, you still get the bombard attack Icon, but you are limited to your square only, but not allowed to attack yourself.
This IMHO is a good way of giving them their range ability for offence via "ZOC" and defence volly via the current range of 0 bombard ability.
This is what I did with with the editor to the bow units in the game:
Unit (attack/def/move) (Bombard Str./BombardRange/Rate of Fire) Other
Archer (1/1/1) (1/0/1) Defencive with ZOC
Longbowman (2/2/1) (1/0/1) Defencive with ZOC cost set to 3
Bowman (2/1/1) (1/0/1) *OFFENCIVE* with ZOC (stayed offencive to give the babalonians a chance to have a golden area)
These changes to the archer were well accepted by the game itself and used alone with artillery. With the "defencive" Ranged attack only at a one, Artillery units were still VERY useful for defence as well. This allows an ancient unit to have a range attack without distroying walls and buildings AND keeping game balance in check.
I suggest other players to test this out and see what I am talking about.
Any questions let me know...
(oh excuse the um grammar and spelling, its a language thing)
Editor:
1. Allow us to set max for both sci and lux rates in the editor seperatly(sp).
2. Remove the minimun set of 5 from the specific gov. sci rates in the editor, for the scenarios that we do not want a science advancment.
3. Increase max amount from 100 to say 500+ for science rate in the editor (not in game, just increase to option from 100 to 500+ in the editor)
4. Allow us to stop gov switching within the game if we choose it for a scen. option. (IE and ancient Egypt scen should never have the option of going to democracy)
Game:
1. IMHO Archer units are not represented as they should be, their attack is too strong and can take out an offencive unit by themselves. Some have suggested giving them a range attack bonus, but that is a problem because it allows archer to distroy buildings. I suggest doing this:
a. Droping their stats to 1/1/1
b. make them defencive units
c. Give them "ZOC"
d. and most importantly set them with the bombard ability WITH OUT ANY RANGE POINTS. This way an archer can fire off a defencive volly when their stack/city is attacked with out giving them the ability to "fire" an offencive artillery attack. When you hit the bombard button, you still get the bombard attack Icon, but you are limited to your square only, but not allowed to attack yourself.
This IMHO is a good way of giving them their range ability for offence via "ZOC" and defence volly via the current range of 0 bombard ability.
This is what I did with with the editor to the bow units in the game:
Unit (attack/def/move) (Bombard Str./BombardRange/Rate of Fire) Other
Archer (1/1/1) (1/0/1) Defencive with ZOC
Longbowman (2/2/1) (1/0/1) Defencive with ZOC cost set to 3
Bowman (2/1/1) (1/0/1) *OFFENCIVE* with ZOC (stayed offencive to give the babalonians a chance to have a golden area)
These changes to the archer were well accepted by the game itself and used alone with artillery. With the "defencive" Ranged attack only at a one, Artillery units were still VERY useful for defence as well. This allows an ancient unit to have a range attack without distroying walls and buildings AND keeping game balance in check.
I suggest other players to test this out and see what I am talking about.
Any questions let me know...
(oh excuse the um grammar and spelling, its a language thing)
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