blitzkrieg80 said:
About what you mentioned, Randy- in Ver .62, the cost of a Legio (first unit) is the same as Hoplite Alarii and both have the same EXP, so there really wouldn't be any reason to buy it at the beginning, which historically would be the only time they would be effective. I also already tried the NO POP. COST to make up for the 4 def and i agree it could work to make them appealable, but then why build praesidium? have to alter that too... and in the end it changed things a lot... too much power in my opinion, but definitely would need beta testing ;O) heh, our job I guess...
Hoplites Atarii take military support, Praesidium don't.
Some more quick comments on things I've run in to!:
- I think you accidently allowed Rome to build BOTH of the Castrum Numidicis, pink. In my game, I was able to build 2 Castrum Numidicis, one which creates Numidic Horsemen very 4 turns and 1 which creates them every 10 turns.
- Rome's support gets out of control way later in the game. In my current game, I have most of south England, France, all of Illyria, Hispania, all of West Africa, all of Italy, Sicily & all those other small islands in the Med., Greece, Macedonia, and a fairly large foothold into modern-day Turkey (@ 38 AD). Thanks to that wonder that doubles city growth, my military support has grown to 211 (and growing quickly)! I'm actually having trouble keeping enough units up to use up my military support limit.
It's not so much that I have a lot of large cities, but that I have a TON of cities. Not too sure what to do on this one, since the 1 military support for small cities early on really helped.
- One thing I forgot to mention when fixing the tech rate for the AI: you missed adding some 0's (only have the cost set at 100 instead of 1000) for a few of the AI techs. Make sure to double-check that.
- The wonder splash entry is missing for the Colosseum in PediaIcons.txt. Just add its entry in and it works fine.
- I'm not so sure about letting Camelites move around in Swamps. I can't really think of a reason why they would be able to move around in Swamps (while no other units can). Normally this isn't a problem, but in my current game Egypt actually became a superpower and started ripping apart Persia. I joined in on Persia's side and have stopped their offense into Persia, and started pushing them back. My forces keep getting killed by these stupid Camelites that just hide in the Swamps and don't come out; there's nothing I can do about it, since I don't have any units that can attack into the Swamps. Obviously, this is pretty unfair. I guess I can understand Egypt's Camelites dominating in the desert... but swamps, no. Why can't units enter swamps and deserts, by the way? It makes it so units like the Camelites who CAN enter that terrain are pretty much invincible. Just make the movement cost on the terrain be very high and allow units to enter the deserts and swamps (but keep Marshes so that they can't be entered, for the trick with Germania's cities).
- I've tried everything I can with the Christiani unit and I just can't get it to be sacrificed. I guess only captured units (e.g. Servis) can be sacrificed. The only other thing I can think of to really make the wonder do what you intended it to do is to do this:
- make it so neither the wonder nor the "Immolatio Christiani" buildings make any Christiani.
- keep everything else the same, except make the "Persecutiones Christiani" wonder give 30-60 culture per turn; basically what you would get from sacrificing a Christiani in Rome every turn.
- maybe make the "Persecutiones Christiani" wonder require the Colosseum in its city to be made to limit the wonder to Rome only, and only after the Colosseum is made?