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alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:18
  Old Post 13-08-2002 01:18 Visit alexman's homepage!
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quote:
Originally posted by player1

In order to balance out increased Stl. Fighters bombard efficiency (compared to Stl. Bombers), Stl. Bombers get reduced cost of 200 shields (was 240).


This makes Stl. Fighters much more [Edit: less] cost-effective than Stl. bombers. With the new stats, two fighters are the same as one bomber for a defender of strength 10. But now they cost less [Edit: more] than half of one bomber.

With all your changes, the two units are equally effective for a defender of strength 1!

By the way, the two units should have this quantity the same to be equivalent:

(ROF/Cost)*Strength/(Strength+DefStrength)

Last edited by alexman on 13-08-2002 at 02:30

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 13-08-2002 01:38
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quote:
Originally posted by alexman
This makes Stl. Fighters much more cost-effective than Stl. bombers. With the new stats, two fighters are the same as one bomber for a defender of strength 10. But now they cost less than half of one bomber.

With all your changes, the two units are equally effective for a defender of strength 1!

By the way, the two units should have this quantity the same to be equivalent:

(ROF/Cost)*Strength/(Strength+DefStrength)


???

Stl. Fighter cost is 120 (as always).
Stl. Bomber cost is 200 (was 240).
(also has range of 8)


F-15 cost is 100 (they are UU).

alexman is offline alexman
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time: 00:18
  Old Post 13-08-2002 01:43 Visit alexman's homepage!
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Got spare money?

Sorry, I meant Stl. Bombers are much more effective now.

With your new stats they are equal for a defender of strength 1. Anything more than that for the defender, and bombers are better.

Last edited by alexman on 13-08-2002 at 01:52

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 13-08-2002 01:53
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quote:
Originally posted by alexman
Sorry, I meant Stl. Bombers are much more effective now.


As it should be!

Stl. Fighters speciality is stealth lethal bombing.

Not RAW bombing power.
(leave that to bombers)

alexman is offline alexman
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  Old Post 13-08-2002 02:01 Visit alexman's homepage!
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OK, if that's what you want, but I would never build fighters just for the lethal bombard ability. I just thought I would let you know that this statement is not true if you reduce the cost of bombers:

quote:
Originally posted by player1

On the other hand Stl. Fighters are better for bombing less then 10defsense targets.

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King
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Sep 2001
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  Old Post 13-08-2002 02:42
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It depends if you need tactical bombards.

If you need Stealth lethal land bombing (to take out Carrier full of jet-fighters):
-you can use Cruise Missile
-or several Stl Fighters

And they are better in lethal land them Jets anyway (for just 20% higher cost).

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Sep 2001
time: 06:18
  Old Post 13-08-2002 02:44
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Small strike force of 4-5 Stl Fighters could be used:

-to take out 1hp units, in area covered by enemy Jets
-for racon in area covered by enemy Jets
-to terrorize obsolete units (like Pikemen)

P.S.
Same applies to Jets, exept that they have air supperiority use too.

alexman is offline alexman
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  Old Post 13-08-2002 05:41 Visit alexman's homepage!
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Avatar Enlargement: We've got the solution

I will provide you with some facts, and you can decide what to do.

Here are three tables. The original values, your MOD, and what I propose:

code:
ORIGINAL Unit Str ROF Cost Dmg(HP) Value(%Bbr) ------------------------------------------------------- Fighter 2 1 8 0.17 16 Bomber 8 3 10 1.33 100 Jet Ftr 2 1 10 0.17 13 F-15 4 2 10 0.57 43 St. Ftr 4 2 12 0.57 36 St. Bbr 8 3 24 1.33 42 Patch Suggestion Unit Str ROF Cost Dmg(HP) Value(%Bbr) ------------------------------------------------------- Fighter 2 2 8 0.33 31 Bomber 8 3 10 1.33 100 Jet Ftr 3 2 10 0.46 35* F-15 5 2 10 0.67 50* St. Ftr 5 2 12 0.67 42* St. Bbr 8 3 20 1.33 50 Proposed Unit Str ROF Cost Dmg(HP) Value(%Bbr) ------------------------------------------------------- Fighter 2 2 8 0.33 31 Bomber 8 3 10 1.33 100 Jet Ftr 3 2 10 0.46 35 F-15 6 2 10 0.75 56* St. Ftr 6 2 12 0.75 47* St. Bbr 8 3 20 1.33 50 Values assume a 10-strength defender Str = Bombard Strength ROF = Rate of fire Cost = shield cost / 10 Dmg = expected damage in HP Value = Percentage of cost-effectiveness of bomber. * = lethal land bombard


Comments:

  • The stealth fighter has more upkeep than the stealth bomber but also has lethal bombard. So these two should be the same in cost-effectiveness. St.Bombers are better against battleships, St.Fighters better against Destroyers.
  • The F-15 should be more cost-effective than the stealth units, exactly because it's not stealth. Also because it's a UU!
  • The Jet figher should be less cost-effective than the fighter, because its attack and defense stats are much better.

Last edited by alexman on 13-08-2002 at 12:59

alexman is offline alexman
Emperor
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time: 00:18
  Old Post 13-08-2002 06:23 Visit alexman's homepage!
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Avatar Enlargement: We've got the solution

Hey, I liked that format so much, I'll do it again for naval units!

code:
ORIGINAL Unit Str ROF Cost Dmg(HP) Value(%BB) ------------------------------------------------------- Frigate 2 2 6 0.33 125 Man-O-War 3 2 6 0.46 173 Ironclad 4 2 8 0.57 161 Destroyer 6 2 12 0.75 141 Battleship 8 2 20 0.89 100 AEGIS 4 2 16 0.57 80 Patch Suggestion Unit Str ROF Cost Dmg(HP) Value(%BB) ------------------------------------------------------- Frigate 2 2 6 0.33 92 Man-O-War 3 2 6 0.46 127 Ironclad 4 2 10 0.57 94 Destroyer 6 2 12 0.75 103 Battleship 8 3 22 1.33 100 AEGIS 4 3 16 0.86 88 AU Unit Str ROF Cost Dmg(HP) Value(%BB) ------------------------------------------------------- Frigate 2 2 6 0.33 83 Man-O-War 3 2 6 0.46 115 Ironclad 4 2 9 0.57 95 Destroyer 6 2 12 0.75 94 Battleship 8 3 20 1.33 100 AEGIS 4 3 16 0.86 80 Values assume a 10-strength defender Value = percentage of cost-effectiveness of battleship

Last edited by alexman on 13-08-2002 at 21:31

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 13-08-2002 11:12
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quote:
Originally posted by alexman

Comments:

  • The stealth fighter has more upkeep than the stealth bomber but also has lethal bombard. So these two should be the same in cost-effectiveness. St.Bombers are better against battleships, St.Fighters better against Destroyers.
  • The F-15 should be more cost-effective than the stealth units, exactly because it's not stealth. Also because it's a UU!


There is an eror in tables.
Fighter bombard Strenght is 2, not 3.

F-15 doesn't need to make Stl. units obsolete, since he can do one thing which stealth units can't.
And that is: Air superiority
From lethal bombard persperctive, it is better then Stl. Fighter (more cost effecive), if not used against defended positions (enemy air superiority).

Stl. Fighter is tactical bomber, and in order to make him most effective, you need to use him like that.

So bomb that Detroyer with Bombers and Stl. Bombers and then attack it with Stl. Fighter when he is low at hp.

EDIT:
And don't foget that there are rounding errers too:

City with prod. of 100 shileds would make Stl. Fighter in 2 turns, and Stl. Bomber in 3 turns. (good for bomber)

City with prod. of 120 shileds would make Stl. Fighter in 1 turns, and Stl. Bomber in 2 turns. (good for fighter)

City with prod. of 60 shileds would make Stl. Fighter in 2 turns, and Stl. Bomber in 4 turns. (good for fighter)

quote:
[*]The Jet figher should be less cost-effective than the fighter, because its attack and defense stats are much better.


Hmm, like that Tank is more cost effecvive then Modern Armor?
Not likely.
Jets make Fighters obsolete.
If they would be cost-effecive, then they would not be obsolete.

Last edited by player1 on 13-08-2002 at 11:23

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King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 13-08-2002 16:08
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Good job on balancing air units, player1!

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 19-08-2002 23:22
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Put an end to popups!

Version 1.33 is now posted at www.civ3.com too.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 31-08-2002 04:09
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Wow!

200 downloads for 18 days.

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King
Belgrade, YU
Sep 2001
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  Old Post 01-09-2002 14:14
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Civ3: PtW and several "What if" questions. Help yourself to an AD-FREE life

Civ3: PtW and several "What if" questions.

This small "What if" discussion will not apply to this build of PS mod.
It's about possbile build for Civ3: PtW version.

First,
I'll assume that exept adding new units, base units are left the way they are in v1.29

Second,
Current (I assume that Firaxis is still playbalancing) version of Medivial Infantry has stats of 4/2/1. I assume that they will give it the cost of 50 (since orignal Longbowmen has cost of 40).

Now, since Longbowmen from this this MOD, has cost of 30 (becasue 40 was to much), what do you think that should be done with Med. Infantry? Since extra 20 shileds cost for 1 extra attack just doesn't seam like good trade (Knights will just take them out easlity).

Option 1, give them cost of 40. Could work.

Option 2, give them defense of 3, and keep 50 cost. Could also work. Will also make Immortals and Legionares upgarde more "normall". They would have defense of Pikemen, but would be much more expensive (anyway, nobody used Swordmen for defense, when Spermen is available).


Third,
Screenshots reveled that Guerrila have stats of 6/6/1 and that it would be chepr unit. I assume that it's unit at Infanrty tech. level, so less expensive would porbably be 70 (sice 80shields is rely not "less expensive").

Now, since our modded infantry has attack of 8, what should we do with Guerrila.

Option1, give it attack of 8, like Infantry.

Option2, give it attack of 7, but lower a cost to 60shileds. Could give more guierrila feel.


Fourth,
If Guerrila does NOT need resources, what if we give Riflemen a preq. of Saltpeter?
I could remove "no Saltpeter, I have Riflemen, but no Cavalry" problem.

Fifth,
I would not discuss now, about upgrade paths, since that could be lot of confising with new UUs (for example, it would be bad for gameplay if that Galic Swordsmen uprades to slow Med. Inanfty, and upgrade to some mounted unit would look more resonable).


As I said, all this is one big "what if" discussion. But I would be interested in other optinions.

.

P.S.
Anyway, I would probably play base PtW for some time (often in MP, and a little bit in SP), before I make PtW version of my MOD anyway.

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King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 02-09-2002 23:17
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Just a small note: If Civfanatics is right about PtW's Viking UU, the 'Berserk' a 6/2/1 amphibious unit that replaces the Longbowman (http://www.civfanatics.com/civ3infocenter.shtml#ptw), I take that as a hint that the Longbowman's stats have been tweaked (e.g. to 5/1/1). Otherwise, the Berserk would be a UU with an ADM bonus of +3, instead of +2 like the Numidian Mercenary (the Carhaginian replacement of the Spearman) or +1 like nearly every other UU.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 03-09-2002 00:09
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As I said, we'll see when it comes out.

I just hope that they try to balance base units too.
(not just new units)

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 21-09-2002 15:27
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I found out final stats for PtW Medivial Infantry.
It's 4/2/1/40, needs iron unit
When I asked Firaxians why is it obviously better then Longbowmen, they said that Longbowmen dosn't need Iron.

Still, I'm more happy with cost 30 Longbowmen in this MOD.

When I make PtW version of this MOD, it will probably have same 4/2/1/40 Medivial Infantry.

Also, Guerrila will be 6/6/1, cost 90

Since we made Infantry with attack of 8, this MOD's version Guerilla would probably be 8/6/1/90 (less likely) or 7/6/1/80 (more likely) or 6/6/1/70 (also possibile).



P.S.
By the way, something unrelated to PtW,

What do you think about addiing +100% bonus for Workers in Communism (like it's done in Democracy).
It's worker ideology anyway.

And I don't think it will unbalance anything.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 23-09-2002 14:34
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Now, I'll need some FEEDBACK for next version of this MOD.

First, about adding +100% for woker actions in Communism (like in Democracy).

Two resons:
Communism was worker ideology anyway (flavor).
It would make Communism more usefull and more distinctive from Monarchy.
(and more "modern")


Second,
I'm thinking about giving Cossaks defense of 5.
That way they would be more worthy UU, without making them too much powerfull.
(if we assume that Samurai are not owerpowered)


Third,
I've seen that many people prefer Warrior to Swordsmen upgrde tactic.
Since I made Jaguar to Riflemen upgrade, it would not be possbile with Aztecs.
So they got a disadvantage.

But on the other hand, if they have no Horses, when they get Iron, they would be unable to make mobile units. So original solution is bad too.

So, what about upgrdaing them to Horsemen?

If you like playing with Jaguars, you could avoid Horseback Riding (and still build Swordsmen AND Jaguars). At the end, when you get Horseback Riding, you get one nice Jaguar to Horsmen upgrade.

Also, I would consider removing Chariot for build list for Aztecs, since Jaguar has same (or even better) stats. And will also upgrade to Horsemen.

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Belgrade, YU
Sep 2001
time: 06:18
  Old Post 24-09-2002 15:38
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If there are no any other comments, I'll make update tomorrow.

alexman is offline alexman
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  Old Post 24-09-2002 19:57 Visit alexman's homepage!
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I like the new changes, but I'm not sure about the Cossak. You're making it the only UU with a +2 bonus. As it is, it has the defense of a musketman compared to the standard cavalry defense of a pikeman. I think that's enough. The other changes are good though.

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Belgrade, YU
Sep 2001
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  Old Post 24-09-2002 20:59
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quote:
Originally posted by alexman
I like the new changes, but I'm not sure about the Cossak. You're making it the only UU with a +2 bonus. As it is, it has the defense of a musketman compared to the standard cavalry defense of a pikeman. I think that's enough. The other changes are good though.


I was just comparing it to Samurai which has defense of 4, and that his more then Pikemens defense of 3 (do you see the similarity?)

Luckly AI has defense flag selected so he'll know how to use it.

And, by the way, you'll quickly get Rilemen, so this won't be such big problem.

Plus, Musketmen cost 50 and Cossak 80.

P.S.
And there are UUs such as Hoplite and Legion which give best edfense in thier age (long time before Pikemen).

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Sunshine State, USA
Nov 2000
time: 00:18
  Old Post 25-09-2002 01:18
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Inflate your Upload Space

Is anyone els having trouble using this file?

I tried it and it said it is "not a valid civ3.bic file" I could really use some help.

I have tried downloading from here and also tried the file from civ3.com, niether work for me. I am so eager to give this mod a try!

Please help me!

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Belgrade, YU
Sep 2001
time: 06:18
  Old Post 25-09-2002 01:24
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Belgrade, YU
Sep 2001
time: 06:18
  Old Post 25-09-2002 01:24
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Did you got the latest Civ3 PATCH?
(version 1.29f)

If not, you should.
This MOD won't work without it.
(since BIC format was changed a little)

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King
Sunshine State, USA
Nov 2000
time: 00:18
  Old Post 25-09-2002 01:32
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Yeah I have it....... but now I think i know what I did wrong.....

Is it true you must start a new game after installing, but before applying the patch for things to work correctly? I didn't do that..I am going to try it now....

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King
Sunshine State, USA
Nov 2000
time: 00:18
  Old Post 25-09-2002 01:35
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Cool beans!

I tried it and it worked!

Thanks for the help.

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Belgrade, YU
Sep 2001
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  Old Post 25-09-2002 06:50
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I just remembered one thing.

I totaly forgot that Democarcy has wokers with speed bonus of +50% (not +100%).

And I was going to give +100% worker speed bonus to Communists.

Still, on the other way, +100% does make reasonable for a "worker ideology".

And Demcracy doesn't need to be uber-govenment for everything non-related to war.

Should I still give it an +100% bonus?

I think I would.
(exept if somebody has god reason for me to not do it)

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Belgrade, YU
Sep 2001
time: 06:18
  Old Post 25-09-2002 17:34
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Full PM-box? Change here!

1.34 version of Patch Suggsetion MOD is out!

Changes in ver 1.34

Workers "working speed" is doubled in Communism.
This is done becasue of flavor (Communism is "woker ideology") and to make Communism more distinctive from Monarchy. Also it gives Communism one uniqe bonus in peacetime.

Cossaks get increased defense of 5 (was 4). This is done in order to make this UU more worthy. It's realy not unbalancing if you compare it to Samurai or Riders (or Legion and Hoplites). AI will know to use them in defense too (since they have both offense and defense AI flag selected).

Jaguar Warriors now upgrade to Horsemen.

Why?

Previous upgrade to Riflemen made Warrior to Swordsmen upgrade tactic impossbile for Atzecs.
On the other hand original Jaguar Warrior to Swordsmen upgrade is not good option if your civ has no Horses. Beacuse that way, when you get Iron Working, you lose your only mobile unit (Jaguar Warriors).

So Jaguar Warriors to Horsemen upgrade looks like more logical idea. If you like to use Jaguar Warriors for a longer time, you'll avoid Horseback Riding for some time and use Swordsmen and Jaguar Warriors when planning your attacks.

Because of this, Chariot is removed from Aztec unit build list, since it's actuly just more expensive and limited version of Jaguar Warrior (and they both upgrade to Horsemen).

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Belgrade, YU
Sep 2001
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  Old Post 26-09-2002 18:25
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NEWS ITEM:

Patch Suggestion MOD will be included in Civ3: PtW expansion.
It will be inside "best of net" section.

I'm only not sure will newest version 1.34 be included since it arrived "almost too late".
If not, you'll get version 1.33 on your PtW CD.

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King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 26-09-2002 23:19
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quote:
Originally posted by player1
Jaguar Warriors now upgrade to Horsemen.


IMO, this is a very big change in gameplay with mixed effects. I don't like the idea.

quote:
Why?

Previous upgrade to Riflemen made Warrior to Swordsmen upgrade tactic impossbile for Atzecs.
On the other hand original Jaguar Warrior to Swordsmen upgrade is not good option if your civ has no Horses. Beacuse that way, when you get Iron Working, you lose your only mobile unit (Jaguar Warriors).


So making the Jaguar Warrior to Swordsman upgrade tactic impossible (as until v1.33 of your mod) is a good compromise. (BTW, when playing as the Zulus and having no horses, I also lose my own mobile unit at some point. Does that mean Impis should upgrade to Horsemen too?)

quote:
So Jaguar Warriors to Horsemen upgrade looks like more logical idea. If you like to use Jaguar Warriors for a longer time, you'll avoid Horseback Riding for some time and use Swordsmen and Jaguar Warriors when planning your attacks.


Skipping parts of the upgrade chain for a UU is one thing, entirely changing a UU's upgrade chain is another thing. And what if I'd like to build jaguar warriors (cheaper) and horsemen (more powerful on the attack, and still mobile) at the same time? What if I'd like to build jaguar warriors in the early middle age (which is impossible in v1.34 of your mod because Horseback Riding is needed for era advancement)?

 
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