Yes i agree that as the game comes the Expansionist trait is very variable in its usefulness and does generally tend to be weaker than the rest.
The idea of settlers with 2 movement is interesting and appealing, however, like all modifications to the game they have to be considered from the AI's perspective aswell, otherwise imbalance can be created. Remember that the AI always escorts a settler with a defensive unit, so theoretically a settler with 2 movement might be useless for the AI if the settlers are always being accompanied by a spearman per se.
I've looked at this issue in my Real Deal mod quite extensively and think i've come up with a very good solution. Basically, i've slowed the rate of exploration down thus increasing the usefulness of scouts immeasurably, especially since scouts are often allowed a free roam into other civs borders... I achieved this by setting back the abilities to exchange maps and communications. Map trading now comes with Astronomy and Communications trading with Navigation. Non-expansionistic civs now find it very difficult to alleviate the black unknown areas after encountering other civs' borders, unless they pay for RoP agreements.
Moreover, expansionist civs are also likely to encounter more civs than non-expansionist civs due scouts and their ability to freely traverse another's land. This will increase their trading potential due to the postponement in the communications trading ability and therefore give them a major advantage over the non-expansionist civs with poor communication networks.. Plus, when the ability to trade maps becomes available the expansionist civs' maps are worth a whole lot more given the amount of extra exploration done.
Bring on the expansionist civs now...It all works a treat.
The idea of settlers with 2 movement is interesting and appealing, however, like all modifications to the game they have to be considered from the AI's perspective aswell, otherwise imbalance can be created. Remember that the AI always escorts a settler with a defensive unit, so theoretically a settler with 2 movement might be useless for the AI if the settlers are always being accompanied by a spearman per se.
I've looked at this issue in my Real Deal mod quite extensively and think i've come up with a very good solution. Basically, i've slowed the rate of exploration down thus increasing the usefulness of scouts immeasurably, especially since scouts are often allowed a free roam into other civs borders... I achieved this by setting back the abilities to exchange maps and communications. Map trading now comes with Astronomy and Communications trading with Navigation. Non-expansionistic civs now find it very difficult to alleviate the black unknown areas after encountering other civs' borders, unless they pay for RoP agreements.
Moreover, expansionist civs are also likely to encounter more civs than non-expansionist civs due scouts and their ability to freely traverse another's land. This will increase their trading potential due to the postponement in the communications trading ability and therefore give them a major advantage over the non-expansionist civs with poor communication networks.. Plus, when the ability to trade maps becomes available the expansionist civs' maps are worth a whole lot more given the amount of extra exploration done.
Bring on the expansionist civs now...It all works a treat.
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