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Artifex
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Kentucky USA
Apr 2002 time: 05:25
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Mongols were my favorite Civ in Civ 2. I was flabergasted in thier absense from Civ 3's initial release. I was pleased they were added in the PTW expansion.
Then I was underwhelmed by what seems a very medoicre UU and Civ. Now I could be wrong but looking for opinions.
What is the best solution?
1.Leave the keshik as is, 2 movement, mountains as grassland. It is perfectly balanced. The devs know best.
2.Change the Keshik to treats both mountains and hills as grassland.
3.Change the Keshik to treats both mountains and hills as grassland. Also increase movement rate to 3.
Opinions? I really don't like to cheat by editing units to make them overpowered..but this unit leaves me scratching my head. Does it need to be changed? Or is that unbalancing?
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CerberusIV
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I went for option 3. The AI doesn't overrun the map with Keshiks so it doesn't unbalance the game from that point.
I don't find it too strong but that may be a reflection of my playing style (or that I'm not very good).
It is worth noting that if you play with culturally linked start on then the Mongols can find themselves next to three other civs with Knight based UU's so it can be a very competitive time in a game. The present weak UU leaves the Mongols at a disadvantage IMHO at this point.
A move of three isn't too strong when up against Chinese Riders and Japanese Samurai. I allow War Elephants to treat forest and jungle as clear and it all seems to work well.
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Artifex
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Kentucky USA
Apr 2002 time: 05:25
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warpstorm did you decrease the cost at all?
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CerberusIV
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quote: Originally posted by The Mad Monk
Were the Mongols fast riders? Or is the ability to remain a week in the saddle sufficient for the third move point? I would probably do #2 or #3 -- #3 most likely. |
A contemporary chronicler described Mongol soldiers as being able to ride for ten days, sleeping in the saddle and subsisting on the blood and milk of their horses.
If that doesn't warrant a move of 3, what does?
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Artifex
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Kentucky USA
Apr 2002 time: 05:25
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While it seems cool to have 3 moves, only 60 shields build cost, hills, mountains as grasslands, then on top of that not even needing iron, wow. That would make it at least 3x-4x more powerful than the devs intended it to be..major boost.
Were the devs really that far offbase? Was this even playtested? Why didn't they go with those stats in the first place? There has to be a reason...they can't be that ignorant. I'm sure it was playtested?
If the unit really should be as strong as you suggest..then why did the devs apparantly strongly defend this choice and refuse to upgrade it at all via a patch? Anyone here any statments from them on this?
Any more opinions on this unit? Any vet Civ 3 players out there? Give me your opinions on this unit.
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