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=DrJambo=
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Athens of the North
Jan 2002 time: 05:19
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Hi folks, i would like to hear people's views on this..
Do people reckon that the movement of 3 is too high? It currently allows them to do an awful lot on their turns, moving in and pillaging an area of land and moving out again for example. Currently i have them and cossacks with a movement of 2, but was interested to find out more what others think of this...
I did consider making normal cavalry 6,4,2 (att, def, move) instead of 6,3,3.
Then Cossacks would be adjusted to 6,4,3.
??
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I-iZ-1337
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Perhapz, but d00d j00 cant forget it makez them uzeful over a long periodz of time, right upz t00 infantry, juzt like in r33l life. Cavalry roxx d00d!!
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senor_paul
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York, Uk
Jan 2002 time: 05:19
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Hmmm, I-iZ that didn't make any sense to me at all....
But on the subject, I agree that cavalry movement of 3 is a bit too much. Don't Knights have a movement of 2? I can't believe that horse breeding techniques improved that much.... However, I don't like the idea of improving their defensive value, as cavalry were never much use in defence.
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I-iZ-1337
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Ahhh... j00 not 1337 yet ey?
But d00d, rememba cavalr33z carr33 lez hevy equipment than knightz d00... so they might juzt go fasta.
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I-iZ-1337
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I duz not dezerve t00 be in a bin d00d... I iz a 1337 civ2 vet!
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I-iZ-1337
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Wot iz a troll d00d?
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senor_paul
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York, Uk
Jan 2002 time: 05:19
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Well, its far too early in the morning for this kind of stuff for me.
Still, with reference to your point Patashu, consider it translated and understood: I totally agree, and I think the whole world should follow your example.
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I-iZ-1337
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I anzwered the queztion in my first post on thiz thred d00d. I iz 1337.
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I-iZ-1337
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quote: Originally posted by Akka le Vil
I guess someone is about to enjoy the life of Mingapulco soon. |
What r j00 d00dz talking about?
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Flanker
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Sala, Sweden
Mar 2002 time: 06:19
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quote: Originally posted by =DrJambo=
yes i know i can edit it if i want, my point with this thread is to ask for suggestions, advice and preferably a lot less 1337 crap... 
what did you do to your naval units then?
so far i have my cavalry set to 6,3,2 but am considering other options you see.. such as 6,4,2 or back to 6,3,3! |
Sure, you´re right, and my advice is to keep the cavalry as it is. But since you posted this thread I assume you weren´t really satisfied with that? So why not just try to make 'em the way you want? Just a little playtesting...
I made my naval units faster - think it was like this (movement points):
Galley - 3
Caravel, Galleon, Frigate, Privateer, MoW - 4
Ironclad - 5
Submarine - 4
Destroyer - 8
Battleship, Carrier, Nucl. sub - 5
AEGIS Cruiser - 7
I think these movement points really make the naval units a little bit more worthwhile, and they are increasing the power of destroyers and AEGIS cruisers. A little bit more like the Civ2-way maybe.
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:19
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Ay, look guys!
It's a strategic game, see? A STRATEGIC game is not only dealing with how far a unit CAN move, but also about field commanders (AND generals in the capital) MAKING DECISIONS, resolving logistical headaches, and GETTING forces moved -- easier said than done, especially before modern age.
Also has to do with the game working right. You have to allow appropriate reaction time, to allow for ground/sea/air units to be intercepted. That, for one, is why you lose the road/rail movement in foreign countries -- not because it is realistic, but because it WORKS.
End of Lecture (sorry).
JB
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