Recent content by Ahriman

  1. Ahriman

    Trade Routes: Tweaks, yes; Drastic changes, no

    I have a theory on the horrible balance of the autoplant: I wonder if like the spy building quests that give you +1 covert operative, it was supposed to be +1 trade route empire wide (ie in the capital), rather than +1 trade route per autoplant? That would be a lot more balanced and in similar...
  2. Ahriman

    Non linearity of tech web asks the player for too much

    This also should be in the civilopedia for each improvement. If I go to "farm", it should tell me all the techs and wonders and virtues that boost it and by how much. Similar for all the other improvements.
  3. Ahriman

    Promised Land: how do you "summon" Earthies?

    Not quite: with 2 workers, you can summon an earthling, move it off the gate, then move a worker onto the Gate tile and have it build. Then next turn, select the worker, move it off the gate, summon a new earthling, move it, move a different full movement worker onto the gate and build. Repeat...
  4. Ahriman

    More distinctive terrains mod

    Desert and tundra are the hardest to tell apart for me. They both just look yellow.
  5. Ahriman

    Eventual trade route change

    I think they'll drop it 2 routes per city to 1 route. That will also help with the micromanagement nightmare, and is an extremely simple change. Whereas coding an auto-renew system (and dropping trade route yields for non-stations) would take more effort. Autoplant quest option they could...
  6. Ahriman

    External TRs are game's biggest flaw, and Hutama is by far best civ

    The nature of the tech web, with huge tech cost differentials from one ring to the next, means that free techs are much more powerful than you give them credit for.
  7. Ahriman

    Civ BE wont be that great of a game.

    Agree with all this, but I'd add: even at the highest difficulty, it seems *way* too easy to play without any real military well into the midgame. The AI's just seem incapable of recognizing a militarily weak player and crushing them. And that the weak penalties from low health mean there is...
  8. Ahriman

    3.16v2.0 - phase two (leaders and other matters)

    I'd argue strongly against a map reveal as an effect for any social policy. Map revelation should come from exploration. We do not want to undermine exploration. For US, Gold from city connections and very small seems a bit lame, hard to notice and not much impact on playstyle. We want them...
  9. Ahriman

    3.16 unit table

    The other problem is: we don't want warfare to be the same in every era, and we want to have some kind of historical feel. Artillery should be dominating the WW1 battlefield, until landships arrive. Armored cars were never a major factor in combat or warfare, and for motorized and mechanized...
  10. Ahriman

    Spies

    5-fold increase does seem crazy, I agree. The one issue is, tech costs are higher than vanilla, so that maybe argues for a higher spy espionage rate than vanilla in order to have a similar total number of turns.
  11. Ahriman

    Ideologies thread

    I agree with this. I don't agree that every ideology should support every victory type; the vanilla design which I think is a good one is to have each victory supported by 2/3 ideologies. Probably: Diplomatic = Order and Freedom Spaceship = Order and Freedom Conquest = Autocracy and Order...
  12. Ahriman

    3.16 beliefs thread

    For god of the sea: one option is to have it be 1 production, but extend it to isles as well (and maybe drop the other isles policy). So it doesn't make supercities, but its better than just 1 from workboats, which I think is a bit weak. I agree in general that pantheons shouldn't be very...
  13. Ahriman

    early game policy trees thread

    I don't. my problem with Honor is not the unhappiness from conquered cities, it is the expensive of courthouse combined with the economic weakness of puppets. I would much rather reduce the puppet economic penalties through an Honor policy than undo the unhappiness from conquest. Unhappiness...
  14. Ahriman

    3.16 unit table

    It's game-breakingly slow. This just doesn't work; chariots need to upgrade to horsemen or at the worst knights; lancers need to upgrade to landships. It's ridiculous to have units that can't upgrade for multiple eras, it makes them never worth building in the first place.
  15. Ahriman

    early game policy trees thread

    Interesting idea, I could live with this, free arena in conquered cities. Pillage bonus should be there too, so you can get economic gain from warfare even without city capture. Definitely not the opener, that's too easy to cherrypick. I'm fine with axing the free walls, it makes it a bit too...
Top Bottom