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GodKing
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Detroit
Feb 2002 time: 00:28
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I have been thinking about ways to improve this trait. It is so limited - ok, you get scouts. Scouts can rock on a pangia map with lots of goodie huts. But what else do you get?
So I was thinking along two lines.
First, lets split the trait in two. England never had great scouts. They did however have a great sea exploration. So lets add another trait called Seafairing. Cheeper naval units, and cheeper harbors, etc. Get one extra sea movement point. Can build canoes/rafts at the start instead of scouts. They carry one unit, move 2 squares, and have a zero attack and defence. Also, they can be upgraded. You cannot start out the the canoe however (what if you start in a jungle?) so they should just be a little bit cheaper than scouts to make up for it.
This trait would be very usefull if in the next add on they add Great leaders for naval units also.
Second. For how it currently is, why not do two things. First, make some items cheaper to build. Graineries and factories are the two I would like. Better growth and production. Factories I am not sure about. Perhaps just focusing on food and population items. Graineries, aquaducts, etc. etc.
The scout is kinda useless after mapmaking. Sure, it is an ok pillaging unit. Sneak it in and cut off the enemies iron or something. But I like most other people usually just disband them or park them into some city and forget them. How about some sort of upgrade that makes sence. The explorer comes so late in teh game (except for the conquistador - those bad boys can do so much in the right circumstances) that they are worthless. Everybody has already map whored by that point and the only things that are not known are in the ocean. Thoughts, ideas, suggestions?
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Azeem
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The galley comes with "Mapmaking", not Pottery.
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Kloreep

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of the pillow
Jun 2002 time: 00:28
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Reduced Granary costs for expansionists might be a little unbalancing... they're great as it is, and if you could build them in the early game for the cost of a settler, expansionist would become THE trait; almost as bad as Industrious seems to be THE trait now (though I guess there's at least some disagreement on that, as I've seen quite a lot of non-Industrious civs mentioned as favorites). Reduced cost of Aqueducts and/or Hospitals might be a better choice; while they're a greater shield savings, they come later on, especially Hospitals, and Aqueducts aren't going to be built in every city because of terrain, unhappiness, or if it's on a river.
Also, you could give Expansionists a second UU; a 2-move Settler is one idea I've seen, and I think it's a pretty good one, though I don't know if the AI could handle the decision of whether to escort it or use full speed.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:28
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hi ,
, ....
a settler with two move space , .....
yes and no , on a 300X300 map it might be good , but smaller , no , that could unbalance the game and civs with this option would rule the world before the year zero in the game , ......
as for the british , valid point , lets add one movement to the british UU and let it hold one unit or so , ....
maybe the expansionist trait should generate an extra culture point for each 5 or ten that are generated from each city for lets say the first 200 turns or so , .....
have a nice day
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PLATO

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Of the occupied South
Dec 2002 time: 23:28
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quote: Originally posted by Kloreep
Reduced Granary costs for expansionists might be a little unbalancing... they're great as it is, and if you could build them in the early game for the cost of a settler, expansionist would become THE trait; almost as bad as Industrious seems to be THE trait now (though I guess there's at least some disagreement on that, as I've seen quite a lot of non-Industrious civs mentioned as favorites). Reduced cost of Aqueducts and/or Hospitals might be a better choice; while they're a greater shield savings, they come later on, especially Hospitals, and Aqueducts aren't going to be built in every city because of terrain, unhappiness, or if it's on a river.
Also, you could give Expansionists a second UU; a 2-move Settler is one idea I've seen, and I think it's a pretty good one, though I don't know if the AI could handle the decision of whether to escort it or use full speed. |
After thinking it over and looking at shield cost, I think you are probably correct on the grainary. The aqueduct shield reduction does seem like a better fit. With it coming early in the game it seems a better fit for expansionist than the Hospital.
A two move settler would make the expansionist able to dominate the game and would IMHO unbalance things.
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