A very improtant part of the game is options.Take Regular CTP of example. If player1 uses Theo and player2 uses Monarchy the result is player1 winnner! My point they both could be used if they were a little more balanced.( Theo...more war discontent?weaker units? less gold bonus? or Monarchy with better gold or even much cheaper(lower production for faster building) knights? Do you want to give players options or just have one government route?
I see what you mean, and I would like feudalism to be a plausible choice. At present it's main advantages are:
Martial law
Better military / faster changes between alert statuses
Lower empire size unhappiness
Lower too-many-cities coefficient
These, however, don't come into play much at the very start of the game. It's supposed to be a government for middling-sized civs at war, but I think I'll probably have to increase its production coefficient for it to be useful. Then you can switch in and build a lot of units, and bring your forces to readiness quickly but you pay the price of a lower science/gold rate. How does that sound?
Yeah I am not saying change this yet but I want you to think about this- You put in more city improvements but you have lowered trade values and no markets(banks coast more to up keep, and you have to build them sooner and in more cities to make gold), so I really do not want to hurt my science or start losing gold so I do not even bother building very many buildings.
Hmm.. I see what you mean. I didn't want to have markets because then there would be too many gold improvements, but perhaps I could include them and then make them obsolete later (when supermarkets are available, for instance).
Ok lets say 3 civ in this world(this is just what I see at the start) 1 in moslty jungle 2 mostly forest 3 mostly plains/ mountains.
Ok you said the simple solution would be to mine the plains/w mine (F=5 P=15 G=5) now compare that to jungle(F=10 P=20 G=5).
When you put it like that it does look silly. Jungle shouldn't be better than mined plains... I think jungle production must go down to 15, certainly, and maybe 10. How about plains 5/10/0, forest 10/10/0 and jungle 10/10/5 - would that be better? And the plains person can mine & farm to help.
I think a good way to balance things out would be to make it easier to travel across plains(Yeah I know it is, but is it really!?). I mean most units(most important-Settler) can still only walk one step on plains as jungle or forest . If only Civ3 could travel faster without spending too much production they could travel to some better land (say jungle).
Well, that would mean either
a) making plains movement 0.5 but I think that's too drastic (imagine what other units would be like...),
b) making roads cheaper - which is certainly possible or
c) giving settlers 2 movement - that's a big break with tradition, but it might work...
hehe I was not real sure about that yet.
I can always change it back
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
Once again do we really want to limit players option?
See above
perhaps a bit strong Not Tested Yet.
Well, I copied that straight out of the MedMod unchanged, but it might well be that it's different in this situation. I personally don't think it'll be too drastic because you don't really want to waste your population wandering around the map all the time, and small cities grow faster than large ones but we'll see what happens.
Ok but maybe you should wait a little.
Probably a good idea, actually. We can just imagine I've made the changes. I think the whole terrain thing is the most urgent since that drastically affects everything else.
I'd like to try to get an internet game of this working. Interested?
Well, name your time - I'm free 24/7.
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