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Zylka
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err.. on top of that increased cost, of course. Eager to put that into action
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atawa
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Somewhere over the rainbow.
Jul 2001 time: 06:32
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quote: Originally posted by OzzyKP
As for special units, I agree with Frank's concerns. We should be VERY careful, or just not bother.
How about we decrease the cost of early units for each civ, but no stats, and no later units. As Frank noted, since wars usually happen later, this may be of limited use. But it'll hopefully be less unbalancing too.
How about :
Romans - Legion for 30 shields.
Carts - Elephants for 30 shields.
Egyptians - Chariots for 20 shields.
Greeks - Phalanx for 10 sheilds.
Spanish - Horse for 10 shields.
French - Archers for 20 shields.
Babylonians - Tririeme for 30 shields.
Romans, carts, greeks and egyptians units all make sense, as they are units each civ used in history. I just assigned stuff randomly for the other 3. What do y'all think? We can have custom names and graphics and such. Stats won't change though. |
20 shields archers sound nice but then could I start with warrior code instead of horseback?
No huts, Emp and 2 setts sound fine.
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Zylka
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quote: Originally posted by atawa
20 shields archers sound nice but then could I start with warrior code instead of horseback?
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I ABSOLUTELY won't have that. This is getting ridiculous, let's not get carried away, people. Ozz, scrap the starting techs or the abilities. We're not playing a fricking full out modpack here.
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Zylka
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My vote would actually have to be the units, to be honest. Winz, I might agree on a 4/3 legion if we were indeed doing unit mods, but otherwise will have to refrain from supporting such suggestion. And whether or not it's more realistic, a 4/4 Legion would be ridiculous. Get 6 of those approaching any city at once, and you're near surely the conquerer.
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Zylka
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quote: Originally posted by OzzyKP
I deffinately think we need to do something about caravans and tech trading. Sorry Deity.
Eliminating tech from conquest is a start. Maybe imposing a limit on number of external routes would be good. How about 70 sheild caravans, and no more than 5 routes per foreign civ. Unlimited domestic routes.
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Conquest is already difficult as is on 1x, leave the tech acquisition as bonus or we'll stay a stagnate ballerina party. 70 shield caras sound good. 1.5 tech cost is MAXIMUM I'm willing to increase to. No tech trading always works in rah rules; especially in extended games. It sorts out the weiner civs from spoiling things - ie. Raz from spreading tech against agreement, and myself whipping the TarTars into modernized shape via 5+ aquisitions with a near 0% tech rate.
As Frank mentioned.. it's simply idiocy to adjust unit strengths. Unit costs at maximum, or a starting tech if that's deemed too much.
quote: Let's tech-out around the Mobile Warfare, Labour Union, Fundy, Miniaturisation level?
No howies, no cruises, no SETI, etc.... |
No. Willing to cut out Howies entirely because they're unrealistic as hell, but that's about it.
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Zylka
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quote: Originally posted by Frank Johnson
Anyway I'd rather leave the units out, then put them in and have people ***** about them later like HOTW3. I'm going to make a few cosmetic changes, maybe rename some wonders, and adapt from HOTW4s tech tree, with its few units changes / government mods. |
Tell me again why we should be playing with Nazi stormtroopers when at that same point people are actively running around with cannons, galleons, and crusaders?
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