Atm I feel that units and city defense is a bit out of sync. So some extra "city attackers" would be nice!
I'm up to +15 extra units so far for V9 - this will probably go up to around 20 when all is said and done - so all in all, there will be much more variety in regards to military units.
I was wondering if you could have the great general unit get movement upgrades at certain techs? Like +1 movement at horseback riding, then another +1 at combustion. Just an idea. I find it very annoying that GGs can't keep up with horse units or tanks it makes their use frustrating at times.
Are you really going to get rid of the more modern techs? I really hope you don't! I personally miss the more modern techs that you've already taken out. I hope you can evolve you're tech pyramid to fit more techs. The pyramid is a novel idea but it really doesn't work in the later ages. So what are you going to do in the future to bring back modern techs? Are you going to change your tech pyramid or do you have another idea?
I could increase the General's movement - or possibly allow him to be upgraded with movement improvements, (this would allow him to fight as a regular unit would), in combination with his regular abilities. I'll look into this for V9.
I will be temporarily taking industrial/modern techs out of the game. This isn't permanent, and they'll be added in again. My plan is for the Tech Pyramid to double back on itself like an hourglass with 50+ techs devoted to industrial/modern/future buildings and units, (far more than in the current build and Vanilla CIV V combined). I may also release this as a standalone mod for people that prefer to play in the later eras. Conversely, there may also be a version that just deals with the Ancient-Renaissance era's, (like V9), and there will be a complete version that combines all era's.
The main reason for this change is to increase the amount of time given to specific units before more advanced units make them seem inferior. This should result in full-scale wars consisting of era-appropriate units, as opposed to rifleman taking on archers, for example.
Why balistic missle has 6 unrest?
This should be a cheap unit and use a large number of this unit. But with unrest so high you just use one, two or three at same time. I Think balistic missles should have 1 unrest or nome unrest.
These will get some tweaking - I was never completely comfortable with the high Unrest costs associated with units that are destroyed on impact. I think it's safe to say they will have a lower unrest in coming updates, but nuclear missiles will probably remain with their current unrest modifiers.
Nice to hear that a revival of them is possible!
I think that's alright and realistic. Think about the pacifist movement. In reality, Nuclear weapons are everything but popular within the general public.
I'd rather suggest to leave the unrest that high as it is for them at the moment and to make a possible reduction of this a social policy or something.
Not a bad idea.
Once I re-introduce the a full industrial/modern/future era, the Policy screen will have either an addition to, or a completely new and separate screen devoted solely to future Governments. (I've yet to decide on this as both scenarios will require quite a bit of UI work).
Ideologies like this, (Pacifism/Environmentalism), will play a role in this new set of expanded Governments.
I desagree,
A Nuclear Submarine has 10 unrest e can carry 2 missle.
A missle has 9 unrest, mora than normal submarine (8 unrest).
One missle should not has this unrest, almost a nuclear submarine. A real submarine can carry many missles. Maybe this varius missle should have 9 unrest.
Nukes will probably stay around the same level while other missiles will probably have a lowered Unrest cost. Has Stability been hard to maintain in the end-game? If it's getting out of hand with the more advanced units, then I'd look at lowering Nuke unrest costs as well.
Personally I think that high unrest is good for nuclear weapons are good, this causes the AI to handle them more realistic.
But...
Wont It be a better idea that a missile itself has +4 unrest, but when uses it causes alot of unrest which decreases over time.
For example: first 20 turns +5, and after every 5 turns the unrest shrinks by 1,
this would represent the peoples hate/fear against nuclear weapons.
Good of Bad Idea?
This is an interesting idea.
Unfortunately, the problem with a system like this is that the AI has no idea how it works. Basic Unrest costs have been manageable so far with Stability linked to Population, (and Cities growing at population intervals), but adding to many mechanics and systems - I just don't see the AI coping. The immersion resulting in a system like this would be nice to have, though.
What I may end up doing is have specific Government types, once enacted, (and mutually exclusive in V9), have different modifiers for Nukes. Democracy could have a lower tolerance with increased Unrest, while Technocracy could have a much higher tolerance along with increased overall maintenance costs.
I encountered a strange bug (??) - I discovered some coal and got some coal from my CS allies. And my total number was 63 (!!) I couldn't figure it out where all the coal is coming from - only after I lost the ally-status with one of my CS. The CS had one coal mine (worth 7 coal) - but this counted as 28 coal units!! the same with my second CS - just 7 coal units but they count as 28.
Perhabs it has something to do with my civ - I'm playing as the Arabic civilization.
I'm playing V 8.9e
That is strange. Has anyone else noticed anything like this? Certain policies linked to City-states increase the amount of Strategic resources you have, (the foreign policy of Monarchy I think), and this may be playing a part here. With that policy enacted, the 7 should turn into 14, not 28. Did you notice any of your other Strategic resources fluctuate in their number?