ThERat
Deity
You can fortify them if you first wake all units in the city and then fortify them all. Try it out, it worksI would say keep the horse prereq, but give the player the chance to kill or fortify the training chariot
You can fortify them if you first wake all units in the city and then fortify them all. Try it out, it worksI would say keep the horse prereq, but give the player the chance to kill or fortify the training chariot
You can fortify them if you first wake all units in the city and then fortify them all. Try it out, it works
Am up to 600 AD. Some issues:
-the workers are too fast; these should be basically some guys on foot but they move a lot faster than that. Suggest you get them back to 1 move point;
-too many invisible, "pirate", units? I'm being attacked (cities and workers) by invisible units all over the place. I have to put 2-3 defenders in each city, and have to escort all the workers... where have all these "ninja" come from?...
Concerning the attacks by invisible units, CCM is tougher than normal C3C.
the enslavers are the most powerfull unit in the game! I lost 2 cities to them (and yes, I had troops there) and yet I can't defend myself without declaring war. I think it's wrong. Think about it: who wouldn't instantly declare war upon seeing their people enslaved and cities destryoed?
You can always attack the enslavers without triggering a war. The enslavers are HN (hidden Nation) units and therefore attacking such an unit is like attacking a barbarian. It doesn´t trigger a war with another civ (as long as the HN unit isn´t stacked by a normal unit of the other civ).
All true, but:
-they are invisible, so, attacking them is a bit hard. Chances are they are no longer where a fight occured by the time your units get;
-I've played other mods with invisible units. It's a pain but, hey, that's war. What I think it's wrong is that a enslaving unit doesn't cause war. That's the wrong part. Traditionally, any atempt at enslavement brings as much retaliation as possible.
But what, if it is a private enslaver? For dealing with them may be you should have a look to the CCM introduction story by TheRat. He is dealing with them at demigod level.
Never did any diference. The locals see "man of tribe X kidnaping our people" and they respond, regardless of who sends him...
If every town can make a hut and they each pop one out every x turns and they are free of support..
I have only started, so not run into slavers yet. Possibly the issue is not slavers themselve, rather the number of them. If every town can make a hut and they each pop one out every x turns and they are free of support..
The slavers hut is a small wonder. So each civ can only posses one slavers hut. It is balanced.
That sounds good to me. jlvfr must have a lotof friends near him. 9 slavers would need 90 turns from one nation.
I looked in the pedia and it says every 10 turns. It also says they cost 5 shields? They are auto produced, so how do they cost shield? Anyway it does not say anything about unit support.
BTW I ran 4 test starts for about 20 turns each. In everyone the first tech I popped was Sail. Was that just a fluke?
This lead me to wonder, if goody huts are the same or can they yield things like stronger barbs?
I ran into some 1/2/1 guys that looked like Gallic Swords. Will barbs change in later ages?
I've played this for a couple of hours now. Very interesting mod.
Just one thing that got me abit confused so far, how comes the swordmen are so cheap to make? What were the thought behind of that?