 |
|
Matte979
|
|
Sweden
Nov 2000 time: 05:14
|
|
Good, got about the same adjustment myself.
I removed the production bouses from shore though.
Also one thing that i really don't like is the mines that the AI seems to place on plains after i remove the production from shore. Will probly not allow mines on plains. And get the AI to build forests instead.
Will do alot of AI tweaking this weekend. Damn I need to get them to attack like crazy if there are militarist. And defend great when scientist. And if i get the AI to make an alliance between each other i would be a happy camper.
/Mathias
|
|
|  |
 |
|
marc420
|
|
Oceania
Jun 1999 time: 05:14
|
|
Just started reading this, but let me ask the first question that comes to mind.
Why push back the arrival of the Abolitionist unit?
You now require four more advances till players can get it. And this makes them show up right before someone builds the wonder that ends slavery. Seems to make the unit rather worthless.
Just for the record, there was an abolitionist movement in both the US and Britain well in advance of the Civil War and the Emancipation Proclamation.
marc
|
|
|  |
 |
|  |
 |
|
Diodorus Sicilus
|
|
Steilacoom, WA, USA
May 1999 time: 05:14
|
|
Hummm.. We're actually making changes in slightly different directions (see my post in another thread). I've reduced most of the Food production for basic tiles, but increased the + factors for PW improvements. So far, in one test game that hasn't quite reached Gunpowder stage yet, this has had my desired effect, to slow down the rampant growth of mega-cities everywhere, and make well-supported cities mandatory for good growth in the late-early and mid-game.
Rather than 'tweak' the Tech Tree, my next project will be a complete revision of the Advances, at least the first half of the tree up to the beginning of the Modern (or the added Industrial) era. In a half-dozen test games, Gunpowder and even Fuedalism come way, way too fast. Both the AIs and I were building Infantry/Musketeers in 800 - 500 BC, or about 2000 years too soon! I want to add advances to support another "row" of early units and to slow down the advent of Gunpowder and major Industrialization by about 50%. This is probably going to require both another 8 - 12 Advances before the end of the Renaissance and increasing the cost of some of the individual Advances. Unfortunately, I work all this weekend, but I've got some time off early next week: hope to get the draft revised Tech tree implemented for test by then, and I'll post it and let you'all know how it works in a test game...
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|