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jshelr
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pittsburgh
Apr 2002 time: 00:34
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I don't want to be a Luddite, but I just completed a game i've been puttering away on for awhile to get a military victory on demi. All that was required was to get to modern armor, fill your armies with those units, and use settlers to speed things up. You can clear a standard map of opponent cities without any losses, even against MI defense.
It's just too straightforward, and the AI just won't build modern era armies as a threat to the human player. It would be helpful if great military leaders could not arise after the middle ages and advanced military units could not be placed in armies.
Conversely, on demi and above, at least, cultural victory by an AI civ that wins early wars is a definite possibility. They build so cheaply that they end up building all the cultural buildings and, of course, they usually get all the early wonders. If it were hard to take them down, the game would have more interest in the late stages. But all you have to do, generally, is land some armies safely on a mountain near their capital and "you win."
Here's an off topic but related idea -- as soon as the UN is built, all civs at peace automatically enter a locked alliance. When the human attacks in the final push to win, the war is immediately against everyone. 
must have got up on the wrong side of the bed...where's the coffee
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donZappo
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In order to make up for the large decrease in strength that is being proposed, why not gives armies a small amount of support abilities to make up for it? I don't see a problem with giving them "build roads" or "build fort" as an added bonus.
It seems as if the added attack bonus to one unit isn't too large to matter early in the game, but could make a significant difference during the later stages. This would allow armies to be useful early on where added roads or extra forts are most helpful and preserve its utility throughout all the ages.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:34
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I guess it's been so long since we've had many votes that it's not hard for people to forget how this is set up, or for new people to come along who never knew. The official process, as described in the Apolyton University Mod C3C Version thread, is:
quote: Method
Most modifications incorporated by the AU mod are a compromise between a) improving the AI, b) presenting the player with more options, and c) changing as little as possible. The level of this compromise is a delicate and subjective decision, so each proposed change is discussed by the Apolyton University community before it is implemented.
A new idea for the mod, or an area where the stock version needs improvement should first be posted in this thread [the Apolyton University Mod C3C Version thread] by any member of the community. A member of the AU mod panel (see next section) then starts a thread for discussion, where the community debates the merits of the new idea, the necessity for a change, its compliance with the philosophy of the mod, and its best final implementation. That thread is linked to this thread for easy future reference.
After listening to all sides of the debate, the AU mod panel then formulates a specific proposal, and the the issue is marked "under consideration" for a period of one week. During that period, the community is given the opportunity to present arguments for and against the proposed change.
After a week from the proposal being marked as "under consideration", the panel members get a time period (usually 24 hours) to cast their (Yes/No) votes. A minimum of 5 votes are needed within that time to make the decision official. If at the end of the time limit there is a tie, all remaining of the 7 panel members who did not vote, must then vote to resolve the tie.
The Panel
The AU mod is a community effort. However, a semi-official panel is set up to ensure this process runs smoothly.
The AU mod panel has these responsibilities:
- Listen to input from the Apolyton University community in order to identify possible changes to the standard game that fit into the AU mod philosophy, or problems with modifications already present in the AU mod. This includes reading this thread, as well as AARs and DARs for AU courses, as many scenarios are used as tests for the AU mod.
- Formulate official proposals for any change to the AU mod. In the case of new modifications, present a proposal to the community for discussion through a new thread, (which is to be linked from the mod’s description found in this thread). In the case of changes to the existing AU mod modifications, bump the relevant discussion thread by formulating the new proposal.
- Vote on the resolution of each official proposal. Modifications may be incorporated on a trial basis, in case real-game testing is required to further evaluate the change. Panelists cannot abstain.
- Implement any accepted proposal in the editor, create and upkeep the official documentation for the AU mod, and ensure that both the mod and the documentation are readily accessible the community.
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