mitsho
Deity
Hard rules are bad because they are frustrating. Take the "only melee units can take cities" which in the hand of the AI results in "I'm going to bombard this city state with my Longbowmen for another 25 turns even if it's defense is already at zero. Unfortunately, all my melee units that approach get killed, but I will bring them in one by one".
No thanks.
@Dunkah, So you can chose between a Division and "normal units". Why would anyone use 'normal units'? If you limit their movement to roads you're back with the clogged routes, if you have it as improved hexes, nothing much changes in the later game, but the early game becomes frustrating. So I need to build a costly road everytime I want to cross that plain. Costly and prevents rushing... Also, it's a hard rule. (and how does thatwork at sea?) I don't really see the difference honestly. I would go away from units totally and have agents (scouts, missionaries, trade units) and armies/garrisons (fighting units) where the first go more towards a roleplaying and the latter towards 'fast' tactical wars. But that's way off topic in regards with BNW.
No thanks.
@Dunkah, So you can chose between a Division and "normal units". Why would anyone use 'normal units'? If you limit their movement to roads you're back with the clogged routes, if you have it as improved hexes, nothing much changes in the later game, but the early game becomes frustrating. So I need to build a costly road everytime I want to cross that plain. Costly and prevents rushing... Also, it's a hard rule. (and how does thatwork at sea?) I don't really see the difference honestly. I would go away from units totally and have agents (scouts, missionaries, trade units) and armies/garrisons (fighting units) where the first go more towards a roleplaying and the latter towards 'fast' tactical wars. But that's way off topic in regards with BNW.