I'm just hitting gunpowder in my current game, and that means (of course) that its time to wave bye bye to the computer player and race ahead. Now the game does now play so much as a struggle against nations, but an empire management game (not that its bad). You can really verify this on the power chart. Its always at that point of the game that I pull away.
Maybe I'm repeating common knowledge, but I notice that right about the time I'm getting economics (with merchant speciallists) and republic/democracy forms of government, I really get into a cash crunch. Generally, up until that point, I don't have a lot of buildings. But after republic, I suddenly notice that I'm having to tinker with most of my cities to break even. Of course, generally this means a merchant or two in each city, no big deal. And this lets me rush some of my more important pieces when I need to.
Really, trade is critical in my games, since I go with very few goods (I want trade routes to be something special). I generally only have 3-5 in most games, and the comptuer might have 1 or 2.
Could this be where the comptuer is falling apart? He can keep up all through the early ages, but once money becomes critical, he cant shift enough speciallists into cash and science to keep up. Further, his trade isn't up to snuff (maybe with more trade items, its not so noticable).
The quick fix would be to give some some of cash/science/production break to the computer as you got further ahead. I'd like to see something modifiable like this. Otherwise, I'm going to always spend my endgames lanching jet aircraft off nuclear carriers to attack ironclads.
We need a LateMod grafted onto the Medmod to bring some ballence to the game.
Maybe I'm repeating common knowledge, but I notice that right about the time I'm getting economics (with merchant speciallists) and republic/democracy forms of government, I really get into a cash crunch. Generally, up until that point, I don't have a lot of buildings. But after republic, I suddenly notice that I'm having to tinker with most of my cities to break even. Of course, generally this means a merchant or two in each city, no big deal. And this lets me rush some of my more important pieces when I need to.
Really, trade is critical in my games, since I go with very few goods (I want trade routes to be something special). I generally only have 3-5 in most games, and the comptuer might have 1 or 2.
Could this be where the comptuer is falling apart? He can keep up all through the early ages, but once money becomes critical, he cant shift enough speciallists into cash and science to keep up. Further, his trade isn't up to snuff (maybe with more trade items, its not so noticable).
The quick fix would be to give some some of cash/science/production break to the computer as you got further ahead. I'd like to see something modifiable like this. Otherwise, I'm going to always spend my endgames lanching jet aircraft off nuclear carriers to attack ironclads.
We need a LateMod grafted onto the Medmod to bring some ballence to the game.
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