Hmmm, I have 1.21f, not sure about the others.
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Naval PBEM - Huge, Pre-Made, Rich, Islands, No Corruption, No Tech Trading, 6 Players
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Oops, sorry about that. You learn everything every day... I'll fix it. But since I'm fixing it, I just noticed that you wanted everyone to be able to build all the UUs? Are you guys sure you want that? First of all, all the regular units they replace would be useless (Warrior, Spearman, Swordsman, Chariot, Horseman, Archer, in the ancient age alone). Secondly, because of the upgrade path, you would not actually get all the UUs. For example, if Swordsmen upgrade to Legionaries, which in turn upgrade to Immortals, so you would never be able to build Legionaries or Swordsmen. The same goes for most of the knight UUs. I would have to remove the UUs from the upgrade paths for you to be able to build all of them.
Also, I believe that without corruption, your research rate will be very high after you get a few cities going. So while it will probably be OK in the beginning of the game, by the middle ages you will be getting a new tech every 4 turns for sure, and I cannot even imagine what would happen if you start trading. At least the AI tech-whores but they all research more-or-less the same techs. When humans cooperate in research, it goes much faster.
Let me know, especially about the UUs.
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Good point about the UUs. I would dare to say, let's exclude UUs at all and trigger the GA in some other way. Not sure about the others. Perhaps we could add "Triggers GA" to all standard medieval units.
As for research: We won't trade techs, that's one of the game conditions. That's why we lowered the tech rate. The original rate for a huge map is designed for 16 tech whoring civs, while we are only 6 not whoring. We could have lowered the rate to the rate of a small map, but that would be too much, because we have no corruption. So (methinks) a fair compromise should be the median between a standard and a large map (thus: 280). Do you doubt this would work? If so, we could increase the value.
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I did wonder about the UU's. If we are going to allow all UU's I would suggest removing them from the upgrade paths. That way players have a choice between building a normal unit and being able to upgrade it or building a (better) UU but having to scrap and replace it. It is going to give a VERY long build list in the city screens though. Should we make it simple and play with civ-specific abilities off? No starting techs and no UU's.
I assumed no tech trading at all so no cooperation in research. It is a choice between researching hard and being first to a tech or doing minimal research and picking up a tech easily because all the other players have it. The game isn't really going to take off militarily until the industrial age because of the map so quick research in the earlier stages won't matter but we will probably end up with all techs researched and fighting with modern units!Never give an AI an even break.
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