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  • changes in 1.29

    Is expansionistic improved in 1.29?
    Do not be too proud of this technological terror you've constructed...

  • #2
    No, and from what I've read it will not be changed in PTW either. Apparently Firaxis is happy with it as is.
    "Stuie has the right idea" - Japher
    "I trust Stuie and all involved." - SlowwHand
    "Stuie is right...." - Guynemer

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    • #3
      There really isn't anything lame about expansionistic. I used to think it was weak, but I've changed my thinking (thanks Speed Bump for showing me the error of my ways). In fact, I now think it is one of the better traits. Yes, you can get screwed by a map that doesn't let you exploit it to its fullest, but in general it is very powerful. Just getting a few turn head start scouting the map for good sites is worth it alone. Having only good goody huts is gravy.

      I think that once PTW hits the streets more people will see the value of early fast scouts. The first few dozen turns of the game will usually set the tone for the whole game.
      Seemingly Benign
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      • #4
        The problem I have with teh way expansionistic is right now that it seems inappropriate for some of the civs
        (1) english were known not for their scouts in ancient times but their ships. an extra ship movement point would have been better if you ask me.

        (2) if zulus were so expansionistic, how come they didn't expand to cover more than about 1/8th of Africa?

        (3) American scouts? Well maybe that's the pioneering spirit. Makes about as much sense as is possible with an america civ that exists along side the native americans AND the english...

        (4) Iroquois. Seems alright when you see that obviously native american scout running around.

        (5) Russia. Should have been industrious anyway...

        I think that the goodiehut tech bonus is really odd anyway (I'd rather they gave out more settler/warriors/gold as this makes more sense). So I'd prefer expansionist civs to lose their initial scout and instead get cheap harbours, perhaps faster ship movement but most important of all LESS CORRUPTION. Afterall, lets face it, it is corruption that stops expansion in this game.

        Now can any of this be done in the editor?
        Do not be too proud of this technological terror you've constructed...

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        • #5
          Originally posted by TacticalGrace Now can any of this be done in the editor?
          1. English - Take away expansionist. Copy ALL the ships, give them an extra movement point, and only allow the English to build them.

          2. Zulu - Take away expansionist. Give them something else.

          3. Americans - Take away expansionist. Give them a unique settler unit that either a) costs less in shields or b) can move two instead of one.

          4. Iroquois - No change necessary by your own admission.

          5. Russians - Take away expansionist. Give them industrious.

          Mind you, I haven't tried ANY of the above (well, except number 4 ) but that's what you could do in the editor.

          Not sure about the cheaper harbours. If you could make buildings civ specific, you could allow all of the above to build a cheaper harbor that reduces corruption...
          "Stuie has the right idea" - Japher
          "I trust Stuie and all involved." - SlowwHand
          "Stuie is right...." - Guynemer

          Comment

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