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Maquiladora
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More techs with smaller costs means less time to build units until the next better unit comes along.... and more techs with same costs means a long game.... but less techs with same cost means a good balance. I mean thats just me, i can live without the Future eras, but its a part of CtP so of course its optional.
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:32
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two thoughts about balancing researchers vs warmongers:
can productíon costs be variable? eg make science building cheaper and offensive! units more expensive for peaceful govts.
and i like the militia units of cradle/aom... can we extend that concept, so you can actually build militias and have militias of several kinds (immobile catapults, cannons, sams..) and make all nonmilitia units (this means units which can be moved out of the city or if we include cityexpansion out of the city and its suburbs) cost 1 pop point to build?
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Maquiladora
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In a way variable costs already exist, in that you generate more science in different governments, or support costs are lower in military govts.
But taking the idea that units are more expensive/cheaper in another govt. you could just switch to science govt. once you built lots of offensive units, so the original idea of support for different govts. probably already covers this.
quote: and i like the militia units of cradle/aom... can we extend that concept, so you can actually build militias and have militias of several kinds (immobile catapults, cannons, sams..) and make all nonmilitia units (this means units which can be moved out of the city or if we include cityexpansion out of the city and its suburbs) cost 1 pop point to build? |
I guess all those should only be possible in a mod, although I doubt that anymore mods are going to be made for this game, with sourcecode enhancements or not...
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