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Dominae
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I agree with lockstep. JWs are good enough to use right until the end of the Medieval era (and beyond). So I would very much like to have my JWs only upgrade late in the game.
Whether the AI will use them as effectively throughout this period is another matter. I suspect not. Therefore, I think JWs should upgrade to either Swordsmen or Horsemen. I think Horsemen would be more powerful, however, since JWs - Horsemen - Knights completely undermines Chariots and bypasses Swordsmen entirely.
Dominae
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Dominae
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Yep, the Aztecs are plenty powerful. As for JWs and resources, I usually "unconnect" one of my big production cities just to produce a legion of the little suckers. Seems like a pretty drastic move, but they're really that good.
Dominae
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Dominae
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I've been looking at the Governments tab in the Editor, trying to come up with some change for Communism. I have to say, there aren't my options available. Here are a few:
1. Increase Worker production under Communism by 50% (from 2 to 3). This is the standard suggestion.
2. Increase the number of free units supportable by Towns, Cities and Metropolises (under Communism). The exact number is negotiable.
3. Increase the base number of free units supportable by the entire nation, under Communism. I can't think of a number here, but maybe something around 30?
4. Under Republic, decrease the Worker rate from 2 to 1.
5. Play with the Espionage tab to make Communism the one and only viable Espionage government.
Options 2 and 3 make Communism better for war. Since the AI already almost always switches to Communism during war-time, this could help it out considerably. Option 1 is ok, but won't make Communism that mure more appealing, I don't think. Option 5 is (IMO) quite boring, but maybe something interesting can be worked out.
Option 4 is the real eyebrow-raiser. Basically my reasoning is that by weakening of The Republic, all the other playable government get a boost, including Communism. Want to go builder but remain peaceful? Democracy. Want a nice economy but still conduct some war? Republic. Want to conduct long wars but still build your infrastructure? Monarchy. Want to be a warmonger, and rule over vast empires? Communism.
Obviously, these options aren't mutually exclusive.
Any comments?
Dominae
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Dominae
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Killerdaffy, I admit my suggestions are mostly uninspired (other than number 4), it's just that the Government tab doesn't give you much to work with. I didn't think outside the box like alexman at the option of new building (probably since it's "adding", not "changing", so out of flavor for this mod). But that could very well be the answer to the Communism problem.
lockstep, your suggestion of increasing the Worker rate under every non-Republic seems too powerful. It would certainly change the flow of the game considerably. Then again, I can't really justify reducing the effectiveness of Workers under Republic to below the Despotism rate.
But I do really like making The Republic a bit weaker, even if it means Religious civs will be stronger. As is, The Republic is strong enough that a lot of switching is unecessary. This doesn't seem to me the right way to balance the Religious trait (if it needs balancing in the first place).
Dominae
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Dominae
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As for changes to Espionage, maybe some Spy actions (steal tech?) could only be available under Communism and have reduced costs to boot. Again, this seems unsatisfactory to me, because it's too big of a change (and it has no real-world justification).
Dominae
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lockstep
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Vienna, Austria
Aug 2001 time: 06:21
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quote: Originally posted by Dominae
lockstep, your suggestion of increasing the Worker rate under every non-Republic seems too powerful. It would certainly change the flow of the game considerably. |
You're right about that one. But there's the possibility of fine-tuning the worker rate by also changing the base costs of worker jobs. E.g. you want every government but Republic to enhance it's workers' capabilities by 10%? Multiply all base costs by 10, multiply the Republic's worker rate by 10, multiply all other governments' worker rates by 11.
quote: Then again, I can't really justify reducing the effectiveness of Workers under Republic to below the Despotism rate. |
Yes. No government should have a worse worker rate than Despotism.
quote: But I do really like making The Republic a bit weaker, even if it means Religious civs will be stronger. As is, The Republic is strong enough that a lot of switching is unecessary. |
A suggestion to make Republic a bit weaker (adopted from korn's blitz mod and, IMO, in the spirit of the AU mod): Change the Republic's corruption from 'nuisance' to 'problematic'.
quote: As for changes to Espionage, maybe some Spy actions (steal tech?) could only be available under Communism and have reduced costs to boot. |
Making spy actions only available for certain governments is not possible with the current editor.
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Dominae
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quote: Originally posted by lockstep
Making spy actions only available for certain governments is not possible with the current editor. |
Correct. I was confusing the "Immune to:" tab with the "Available missions:" tab (which is a product of my imagination) in the Governments section.
Question: Will increasing corruption under Republic make it economically similar to Monarchy? In other words, which is more powerful: corruption or trade bonus?
If the change in corruption is slight (as some have mentioned), then it does seem like a possible "fix" for Republic.
Dominae
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Dominae
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Ok, thanks player1. So it would seem that increasing Corruption under Republic is a viable option.
Dominae
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Dominae
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Playing with the editor yesterday I saw some areas that coud potentially be improved (IMO):
Civilizations:
Zulus: Add 'Defensive Units' to the Build Always tab.
Iroquois: Add 'Offensive Units' to the Build Always tab.
The change is simply to make these civs build their UU more often. Although it shouldn't be a problem, this gives five checks to both these civs under Build Always.
Dominae
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Dominae
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quote: Originally posted by alexman
Why are they different than other civs without the defense or offense flags checked? Do you find that these civs don't build enough of their UUs? |
These civs are different in that they will best be played by the AI in the early-game (in fact, by anyone, since they're early-game civs). Since the success of the Iroquois and Zulus depend heavily on their production of MWs and Impis, respectively, early on, I think it can only help if the appropriate flags are checked. Yes, this will affect their performance in the late-game, but the other flags should balance that (maybe remove the 'Explore' flag, which doesn't seem to do very much).
I don't think these civs build quite enough of of their UUs, especially the Iroquois. Again, to make the AI play these civs better, they need to build their UUs early on.
I don't see much of a problem with the UUs of the other civs. For instance, the AI really likes to build Knights anyway, so all the Knight variants (Rider, etc.) don't need to be explicitly flagged (well, implicitly, but you know what I mean).
Dominae
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All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
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