sorry if this is a repeated discussion... but though I found comments, I did not see a thread addressing this issue specifically.
i have been play testing the beta release of the apolyton update and i have noticed one really annoying thing.
maybe i have been spoiled too long by the fine additions of cradle mod and medieval mod ii... but the original units in the original tech tree are really lousy and unbalanced.
for example: once one discovers infantryman... (and some time before) there is only this unit (and the cavalry a short time later) that fits with the current abilities of the tech tree (which is predominantly a defensive unit). As the matter of fact, there are several battle roles that have been neglected for quite some time in the tech tree. The only "offensive" unit still available (which was superceded at some point i believe) is the "samurai." And what about bombardment? The only bombard/seige unit is still the catapult. WHen infantryman had been put into use, cannons had been around a while anyway (hadn't it?) and still we don't see the cannon replacing the catapult for couple more techs.
For the first several thousand years, the tech tree seems to follow history quite well... but when we hit the renassaince we seem to jump foreward to guns etc... because the tech tree does not seem to follow a good progression and we get WAY ahead of ourselves (hence why its only 1520 AD in my current game and I already have a machine gunner). This is probably why wes developed the "medieval mod") Anyway, I think we should really work out a better tech tree for the patch (or maybe a later patch). It doesn't have to be anything really fancy (that is what mods are for) but it should have a slower, more complete line of improvement for the various types of units that have been available for a good part of history.
(and I REALLY MISS the unit updater... something else that I really think should be part of the basic game code instead of a mod. It just seams so silly to be in the modern times with a silly "warrior" or pikeman in my cities that should have naturally been refitted and retrained with the latest equipment. Maybe we could include as part of the unit DB, a field that specifies what tech/unit the current unit gets replaced with and write code to impliment that new tech when it is available... at a cost if necessary.)
i have been play testing the beta release of the apolyton update and i have noticed one really annoying thing.
maybe i have been spoiled too long by the fine additions of cradle mod and medieval mod ii... but the original units in the original tech tree are really lousy and unbalanced.
for example: once one discovers infantryman... (and some time before) there is only this unit (and the cavalry a short time later) that fits with the current abilities of the tech tree (which is predominantly a defensive unit). As the matter of fact, there are several battle roles that have been neglected for quite some time in the tech tree. The only "offensive" unit still available (which was superceded at some point i believe) is the "samurai." And what about bombardment? The only bombard/seige unit is still the catapult. WHen infantryman had been put into use, cannons had been around a while anyway (hadn't it?) and still we don't see the cannon replacing the catapult for couple more techs.
For the first several thousand years, the tech tree seems to follow history quite well... but when we hit the renassaince we seem to jump foreward to guns etc... because the tech tree does not seem to follow a good progression and we get WAY ahead of ourselves (hence why its only 1520 AD in my current game and I already have a machine gunner). This is probably why wes developed the "medieval mod") Anyway, I think we should really work out a better tech tree for the patch (or maybe a later patch). It doesn't have to be anything really fancy (that is what mods are for) but it should have a slower, more complete line of improvement for the various types of units that have been available for a good part of history.
(and I REALLY MISS the unit updater... something else that I really think should be part of the basic game code instead of a mod. It just seams so silly to be in the modern times with a silly "warrior" or pikeman in my cities that should have naturally been refitted and retrained with the latest equipment. Maybe we could include as part of the unit DB, a field that specifies what tech/unit the current unit gets replaced with and write code to impliment that new tech when it is available... at a cost if necessary.)
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