Nice mod Ahwaric
a few things i noticed so far
1.) there is a bug with the lairs you can pillage where you get insane amounts
of money (17000000+ i think i read somewhere in the marnok thread about it)
got this with the bannor only so far
2.)many events like the mushroom spawning and vulcanoes eruption trigger
often but in player territory there is only the first time any effect
3.)i really like the guilds (i play preferably on huge earth maps and conquest
win option) but i think the alchemist guild should be a bit rebalanced
i got more than 600 research in every city i spread it to(with 30 citys on the huge map not beeing much) thats a lot of beakers and even on marathon speed you got nearly every tech in only one turn
4.)about the fireship mentioned above
i think it shouldn´t be a unit itself but maybe a spelllike promotion available
with millitary strategy or warfare, which makes any ship you activate it on a fireship
maybe a new tech: naval tactics, new building: marine academy which adds the promotion to ships build in this city
5.)don´t know if you did anything to the Ai and it´s naval tactics but at least if the Ai found a guild by itself it build up huge fleets and you´ll see a constant traffic of all availlable ships on your coasts
spreading the guild, also they try to use it in war
last game as the bannor, Amelanchier was a naval power rivalling my best Lanun Games and often transported stacks of up to 12 units into my not so well defended backcountry, not mentioned how annoying it was finding all his little citys he settled anywhere on far away small islands
all in all i like how the ai use the navy now
6.)about the Amurite Frigate: i really like the idea (one of my favorite civs),do you think it´s possible
in the future to use the techunits replacements for them as well? (Warwizard, Siege-Mage)
a few things i noticed so far
1.) there is a bug with the lairs you can pillage where you get insane amounts
of money (17000000+ i think i read somewhere in the marnok thread about it)
got this with the bannor only so far
2.)many events like the mushroom spawning and vulcanoes eruption trigger
often but in player territory there is only the first time any effect
3.)i really like the guilds (i play preferably on huge earth maps and conquest
win option) but i think the alchemist guild should be a bit rebalanced
i got more than 600 research in every city i spread it to(with 30 citys on the huge map not beeing much) thats a lot of beakers and even on marathon speed you got nearly every tech in only one turn
4.)about the fireship mentioned above
i think it shouldn´t be a unit itself but maybe a spelllike promotion available
with millitary strategy or warfare, which makes any ship you activate it on a fireship
maybe a new tech: naval tactics, new building: marine academy which adds the promotion to ships build in this city
5.)don´t know if you did anything to the Ai and it´s naval tactics but at least if the Ai found a guild by itself it build up huge fleets and you´ll see a constant traffic of all availlable ships on your coasts
spreading the guild, also they try to use it in war
last game as the bannor, Amelanchier was a naval power rivalling my best Lanun Games and often transported stacks of up to 12 units into my not so well defended backcountry, not mentioned how annoying it was finding all his little citys he settled anywhere on far away small islands
all in all i like how the ai use the navy now
6.)about the Amurite Frigate: i really like the idea (one of my favorite civs),do you think it´s possible
in the future to use the techunits replacements for them as well? (Warwizard, Siege-Mage)