Some countries have so many good potential UUs that its a shame you have to pick only one. I'm considering giving certain civs additional UUs, and balancing this by giving other civs bonus techs, or possibly bonus attributes.
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Is there any reason a civ couldn't have more than one UU?
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Bonus attributes are way too powerful bonuses. I know, I've tried. I made a civ with 3 attributes (mil, ind, rel - I know, the best traits there are), no starting techs, and no UU. It was way too powerful still.
Bonus tech is a possible option. Or a weaker trait (expansionistic). But I wouldn't bet on it.I'm not a complete idiot: some parts are still missing.
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If you are playing as a peaceful builder, mil is utterly useless.
if you start on a small island exp is useless.
rel/ind are always useful
com is always useful... eventually. But given the importance of early game that could be too late.
bonus attributes are almost always going to be more significant than a UU unless you start creating Ãœber-UUs (UUUs?) because with the existing UUs you can always make do quite happily with the standard unit.
might be interesting to try to add a second UU to every civ. perhaps a naval UU and a land-based UU for every civ would be a interesting projectDo not be too proud of this technological terror you've constructed...
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Originally posted by The Mad Monk
Some countries have so many good potential UUs that its a shame you have to pick only one. I'm considering giving certain civs additional UUs, and balancing this by giving other civs bonus techs, or possibly bonus attributes.
You could experiment with neutral/negative UUs which would be abuot the same/worse as existing units. Giving a civ another UU and a negative UU could be balanced.
Bonus techs could also only appear in the Industrial or Modern age. I've tried this and it affects your research path considerably especially if they are not initial techs. If the Greeks have atomic theory, say, they would often the only civ I am in competition for the Hoover Dam with. It could take a few late advantages to compete with an early UU like the mounted warrior or immortal.
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I just make England Ind/Com thats useful and makes up for the ****e that is the man o warSpace is big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.
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How many times do I have to say it? Expansionistic is (usually) the strongest trait (especially in MP).Seemingly Benign
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Originally posted by WarpStorm
How many times do I have to say it? Expansionistic is (usually) the strongest trait (especially in MP).(\__/)
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Originally posted by WarpStorm
How many times do I have to say it? Expansionistic is (usually) the strongest trait (especially in MP).
Originally posted by notyoueither
Until more people play enough MP with Expantionist civs to see the Expantionist civs much larger and more advanced by the late Ancient era 2 out of 3 or 3 out of 4 times.
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I've been in about 50 MP games through the ancient era. The number of times the Expantionist civ(s) get free settlers and / or large numbers of techs from huts vastly out number the times they do not. Usually they get both.
Of course, then they could have cows too. Or they could set up a settler pump.(\__/)
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And that`s why I always face in my games, sooner or latter, a big great nation with looots of cities and looots of military units. So many huts I lost to those guys!
On this last game of PTW, I surprisingly found no huts at all... I think AI got all of them. Those arabs were just above me, and if I weren`t too fast, they would have a big great nation to dwarf me... If only I had not used the Bowmen...
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