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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:30
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Unique Units (separate post, it's more complex):
Britain:
Possibility #1: Man-O-War type, early ship, 6/6/5 enslaves, available with Steam Power.
Possibility #2: Trained Conscript, infantry type, +1hp, 120 shields (10/10/1)
France:
Possibility #1: Maginot Linesman, 10/12/1 Infantry, 100 shield
Possibility #2: Grenadier, 10(6)/10/1 Infantry w/bombard range=1 rof=1, 10 shields cheaper (90 shield)
Russia:
Possibility #1: Cossack, 8/6/3 cavalry, cost: 100 shields (+10)
Possibility #2: Bolshevik, 8/8 infantry, cost: 70 shields (-30)
Prussia:
Possibility #1: Big Bertha, Artillery 24:3:3, cost: 120 shields (+20)
Possibility #2: Mustard Gas, Mach. Inf. 6(15)/12/1, ROF: 4, range:0, 160 shields (+10)
Austria:
Possibility #1: Mustard Gas, Mach. Inf. 6(15)/12/1, ROF: 4, Range:0, 160 shields (+10)
Possibility #2: Hungarian Dragoon, 10/6/4, 120 shields
Ottomans:
Possibility #1: Sipahi, 12/6/3 Adv. Cavalry, 130 shields (+10)
Possibility #2: Um, something. I dunno, any suggestion?
Spain:
Possibility #1: Spanish Destroyer, 9/9/9, 140 shields (+20)
possibility #2: ???
Sweden:
Possibility #1: Swedish Cannons, B: 12 R: 1 ROF: 2, cost: 60 shields (-20)
Possibility #2: Mobile Artillery, B: 18 R: 2 ROF: 3 MP: 2 cost: 110 shields (+10)
The idea is of course to have either an advanced-unit based UU or to have an early unit UU that will still be cost-effective later in the game (ie the swedish cannons or russian cossack).
I suggest also leaving the original unit available for building, as these won't be perfectly balanced as we're not taking months to playtest them, and I don't want to mess someone up by making a non-useful UU and then preventing them using the base unit...
Last edited by snoopy369 on 01-02-2005 at 11:03
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:30
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Last major issues:
RAILROADS. I suggest eliminating them and having 4-mp roads instead (like in Rise of Rome). Makes for faster movement without the disadvantages of railroads. Perhaps set up a few RRs ahead of time, like in Napoleon, but even that I don't think is good idea. RRs are too harmful to this particular game. But it's up to you all ...
GOV'TS. What should they be like? I envision Republic and Monarchy being similar to Napoleonic rep/mon., with more unit support for republic. Communism I envision being an upgrade to Monarchy, with perhaps the trade bonus or something, and low (like vanilla Democracy) corruption (minimal). Fascism I see being basically the vanilla fascism with some mods, a gov't created to wage war and only to wage war. Free unit support galore, super-low corruption, but the other ... issues ... from vanilla. No Democracy, it's not worth it in this kind of game. 
STARTING UNITS. What units to start with - like napoleon, or more, or less.
TECH RATE. Fast tech rate? Finish the tech tree in 50 turns or less, giving all available units early? Slow tech rate - only ever finish part of the tech tree perhaps until the very end, making tech choices highly relevant? Or middling?
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hoos
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Wales
Feb 2005 time: 05:30
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Whats the chance of joining ? I'm new to this.
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All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
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