RogueThunder
Warlord
- Joined
- Dec 2, 2007
- Messages
- 173
So. I love the recent lizard civ changes. Deep jungles... while fun, always felt kinda buggy. And marshes not sucking anymore... is just gold...
Except. A few problems.
1. Mazatl especially, but even the Caulli, take OBSCENE times to build on their native terrain. 24 turns WITH tech, for a single Shaper or Laborer, to build a single Plantation. In contrast with the 9, it takes a standard worker to build a plantation through a forest.
This is on quick. 24 turns on quick... O.o... Nuff said?
I understand they are supposed to have poor work-rate(60) but that's a fair bit past poor, into abysmal.
I mean good god, 3 turns to build a road/trail on quick!?
This seems rather unflavorful. And leads to more of a nerf than even the Mazatl needed. Which is saying something.
Sub-note: I DON'T think that just putting their work-rate back to 100 is a good solution, I see their 60 work-rate very flavorful. Just... on Jungle/Marsh... Well. See above rant.
2. Marsh/Jungles(The replacement for Wetland/Deep Jungle) No longer have river trade bonus. Only plain marshes. Which don't stick around long in lizzie terrain along rivers.
This makes Swamp/Jungle/Marsh, somewhat abysmal for an improved tile. 3/1/1(Once you get trails, but that's easy enough) isn't bad very early game... But is quickly out shined by... Everything. Latter on they turn 4/1/1 but... It's along a tech path your not likely to follow.
I would suggest making them give somewhere around +1/2 to +1 health each(For lizard races, that is), this would supplement the old jungle health. But force you to decide between swamps, and better improvements. (Like. Aristo-sani-farms. Wind/Watermills. Cottages.
Or whatever, could use ideas here.
Anyway, that's it for now... and my ranting.
Except. A few problems.
1. Mazatl especially, but even the Caulli, take OBSCENE times to build on their native terrain. 24 turns WITH tech, for a single Shaper or Laborer, to build a single Plantation. In contrast with the 9, it takes a standard worker to build a plantation through a forest.
This is on quick. 24 turns on quick... O.o... Nuff said?
I understand they are supposed to have poor work-rate(60) but that's a fair bit past poor, into abysmal.
I mean good god, 3 turns to build a road/trail on quick!?
This seems rather unflavorful. And leads to more of a nerf than even the Mazatl needed. Which is saying something.
Sub-note: I DON'T think that just putting their work-rate back to 100 is a good solution, I see their 60 work-rate very flavorful. Just... on Jungle/Marsh... Well. See above rant.
2. Marsh/Jungles(The replacement for Wetland/Deep Jungle) No longer have river trade bonus. Only plain marshes. Which don't stick around long in lizzie terrain along rivers.
This makes Swamp/Jungle/Marsh, somewhat abysmal for an improved tile. 3/1/1(Once you get trails, but that's easy enough) isn't bad very early game... But is quickly out shined by... Everything. Latter on they turn 4/1/1 but... It's along a tech path your not likely to follow.
I would suggest making them give somewhere around +1/2 to +1 health each(For lizard races, that is), this would supplement the old jungle health. But force you to decide between swamps, and better improvements. (Like. Aristo-sani-farms. Wind/Watermills. Cottages.
Or whatever, could use ideas here.
Anyway, that's it for now... and my ranting.