Same here. VEM is better. I don't know why I'd play vanilla.
Of course, the problem is, this makes it harder for me to enjoy any other mods, because they're still mostly based on vanilla mechanics. What do you mean, Maritime city states give bonus food in every city?!?
The main reason I switched back is because of the AI's vanguard spam in VEM. The vanguard idea is great in theory but I get sick of seeing them misused.
I haven't played vanilla in a while, so I'm curious as to what the AI built if it didn't have tons of resources?
Pikes and archers.
True, they do spam whatever is the strongest resourceless unit available. In my current game, Elizabeth has Longbows in about every other tile and Napoleon loves his Musketeers and Cannons. He did end up sending a handful of Lancers at me, however.
In vanilla, however, the AI upgrades their units almost immediately upon availability. Those Musketeers turned into Riflemen about the same time my Jannissaries did the same. And all those extra strategic resources in vanilla do get used in my experiences, so its never a surprise to see an army of Samurai at your borders. I play Emperor level.
I'm wondering if a few of the key strategic resource units like samurai are now too weak in VEM, given that you can't spam them anymore. Maybe samurai should be bumped up with +1 strength?Thal says that the AI in VEM build resource units when available, but that wouldn't normally be more than 2-4 samurai, for example.
I agree that it's game-changing, but I actually think it's a nice mechanic. Thematically, I'd prefer something like "Enemy units expend allI feel that Great Wall is game changing. It can make AI hopeless against u & if AI builds it then it gets frustating. I would say change the benefit to something else or maybe shift this bonus to a later wonder when u have options to somewhat compensate for :c5move: cost. Earlier in the game, the one who builds it is pretty much invincible & the other players don't have enough cannon fodder to avoid the damage.
I don't see this as a problem with the Great Wall: if something makes the incompetent combat AI more capable against humans, that's a good thing. And if you took the time and hammers to build it yourself, you deserve some benefit. (By that point in the game, it's unlikely the AI was going to manage to capture any of your cities anyhow.) What I'd really like to see is this: the Great Wall expires earlier, but there are 1–3 other Great Wonders or a National Wonder giving similar effects at different points in the tech tree. VEM's forts are a great idea for helping the AI defend itself, but the AI doesn't build them.I usually avoid attacking an AI with GW till I get artillery & if I build it, then there is no way somebody can take me down.
Artillery is a whole 'nother issue: it's way too strong. Going from 2 to 3 range is such a huge advantage in gameplay that Artillery should really be barely stronger (in terms of ranged combat strength) than Cannons, if at all.
In fact, I wouldn't mind seeing a massive downscaling of all ranged combat strengths (including naval units, but not Cities' attacks) maybe -20% for Crossbowmen all the way to -40% for Cannons/Artillery given how poor the AI is at using and defending against ranged combat. As is, it's simply way too easy, as a human, to take over multiple Cities without losing a single unit once you get your hands on a couple Artillery (or even Crossbowmen with the +range promotion!).
Lastly, I think Cities should upgrade to a range of 3 at Chemistry or so (or alternatively, after building the Castle), to give them a chance against invading Artillery.
Some suggestions about UUs :-
1) Minuteman is too powerful than its counterpart. It is about 15% cheaper, 33% stronger & have an extra promo. Change itsto 18 or 17 from 20.
2) Musketeer is UP. Compared to Tericos or Janissaries it is too weak. Increase itsto 18, increase foreign land bonus to 25%.
BTW I think it would be better if u change them back to vanilla & Musketeer upgrade cost to Rifles would be lesser in that case, so there will still be incentive to build musketeers.
Well, sure, the AI builds a ton, but can it use them at all effectively?Reducing their range to 2 would hurt the AI more than the human, because the AI builds them in large numbers and does take advantage of the extra range.
Well, what I have in mind is something like this: in one attack, equal-strength melee units should deal and take roughly 10 damage each. Equal-strength/same-era ranged units should deal about 6 or 7 damage to an enemy melee unit, since it takes no damage at all when attacking.Reducing the firepower of artillery and all ranged units would make the game more one-dimensional for me. I'd consider playing without ranged units at all in that case.
Well, sure, the AI builds a ton, but can it use them at all effectively?
I never advocated reducing the range to 2!
Speaking from a strictly gameplay perspective, I think this would make the game more challenging and fun: each ranged unit would have to be escorted by several melee units (say, a 4:1 ratio or so). Currently, especially with Artillery, it's trivial to bash one's way through cities with hardly any melee units (much closer to a 1:1 ratio).
(On a similar note, I've found conquering coastal cities far too easy with a decently sized naval fleet because of the nature of naval units' ranged combat. Improving Cities' strength and/or range would mitigate this, I think.)
I'd be okay with making artillery the same ranged strength as cannon, since they get the extra range and Indirect Fire.