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Lemmy
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Bubblewrap
Dec 2000 time: 06:18
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quote: Originally posted by Willem
Well then none of the units would ever be able to retreat then. The end result is the same, all the units would have the same abilities. You may as well eliminate half of them, and just have 1 type that's used for everything, since it wouldn''t make any difference. |
uhm, i think you misunderstood me, or i wasn't clear...
the archer will still be slower than a knight, right?
then the knight will still be able to retreat when fighting an archer, but the archer won't be able to retreat. So for example multiplying all movement by 2, will have no impact on which units can and can't retreat.
When 2 units are fighting, only the fastest can retreat, if there is a fastest off course.
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ALPHA WOLF 64
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Illinois USA
Mar 2002 time: 23:18
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Personally, I've increased the speed of all shipping (destroyers and AEGIS are 9s, other moderns(nuc subs too) are 8, subs 5, 18th cent sailing 4, ancients 2 or 3). I also increased the road factor to 1/5th a move point. However, when i increased modern armor to 5, I realized that I could reach any city border in one turn regardless of cultural border because few cities grow out more than 4 squares. I've lowered the fastest land unit to 4 which means that against the largest cities, I will have to sit one turn "exposed" to attack before I get to attack. When it was set to 5, I literally destroyed a powerful empire in one turn by leapfrogging thru each captured city and attacking the next intermost one. I used 200+ mod armor to take out over 30 cities. By lowering it the speed to 4, not only was I open to attack, but the threatened cities would draft alot of defenders, and transfer in additional defensive units. Replaying that game at the slower movement, my same invasion suffered substantially heavier casualties and took about 6 turns.
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Lab Monkey
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London
Apr 2002 time: 05:18
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I tried this, my mod tripples all movement rates. My problem was that foot soldiers began to run away from battles, making defeating them in defensive actions tough.
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CantRemPWs
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Better to decrease the time taken by turns and increase the costs of building improvements/units to reflect that.
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