Hi,
I tried to play another test game, noble difficulty, normal size, normal speed, "age of magic" era (2nd era), nippon civ, to take a better look at the game. I played roughly 100-150 turns, after which I had eliminated the only other rival on my continent and had reasearched about a dozen techs (maybe a little less). Here's a few feedback comments :
- the hard limit on the number of units in a stack is a good idea in itself but quickly gets troublesome when moving units through chokepoints or when sending a large number of troops far away (in this case, I usually just right-click new units to the general area I want them to go to, but they would sometimes take really sub-optimal paths to destination, eg: mounted units stepping out of the road into a forest tile, and I hate to micromanage the motion path of a large number of units).
- I think "in-game" effects such as collateral damage and support fire abilities contribute a lot to inciting the player to split his stacks. In fact, at some point I spread my cavalery units a lot so they could attack archer-defended cities so that support-fire wouldn't damage those that had not attacked yet. BTW, it looks like you'll be adding a lot of additionnal battle tactics, but are there already any that I would have missed ? So far I've only ran into support fire ability for archers and catapults (from what I've understood, it works more or less as collateral damage to the offending stack when a unit in their stack is under attack, I'm not sure it works on offense though, my cats didn't give support fire during my own attacks, but that was maybe because they had already bombarded or attacked every time I would give assault on a city).
- I noticed that about every unit of the same tier had globally the same strengh and they would differ mainly in the special abilities or promotions they would provide. That's rather neat IMO. I like to see axes and spears more balanced, and not having too much of a gap between cavalery and melee (actually, I started without metals but with horses, so I was surprised at first to see my horse archers stuck at 4str, but in the end it played up quite good).
- on a side note, when playing at "age of magic" era, I began with the tech that allowed clearing jungles, but not its immediate prerequisite (I don't have the game here, can't tell the actual tech names, sorry). The other starting techs looked fine.
- the maintenance system used in Civ4 doesn't really push you to building large armies. In fact, even when I was trying to adopt the most battle-oriented civics, I found that sending a few stacks out of my borders would still have a noticeable impact on my finance (and that was even worse when they would cross ennemy borders). Since I didn't expand too much (I think after conquering my neighbour I had about 10 cities), the cost was manageable, no worries there, but I'm still wondering. Some civics grant a certain number of free units: will this number scale with the number of cities or map size ? Anyway, I've not run into the problem yet (maybe it all works fine, I'm just expressing my concern here), I'm just wondering how I'll be able to manage sending large stacks away without letting my empire collapse. Right now, I think a few more early economic buildings or wonders would help.
- for that matter, I found that courthouses were VERY late down the tree. I tried to beeline for them, but when I stopped playing I was still 1 or 2 techs away from them, and was already reducing research to 50% due to overexpansion. And that was when I took care of razing all cities save the two ones that could fund themselves (the capitol and a gold-resource city). Money from city-plundering helped sustaining my economy a bit, but I do think it would be better to get a few more options to reduce maintenance costs. Maybe an additional civic that reduced city distance or city number maintenance would help. Or maybe a cheap building that would only reduce city maintenance by 20-25%. I just feel that something's missing to allow empires to expand in the beginning of the game, and that doesn't really fit with the warmongering aspect of WarHammer IMO (empires that can't expand typically don't wage war).
- the nippon models are NICE. Really, the second tier of units is great, I love to see ashigaru archers or yuris moving in formation with their flags. Congrats to the artistic team here
- the same way, I finally installed the sound package. Ingame musics are nice, although I still prefer the intro music
Anyway, the game feels a lot more immersive with musics and when playing a civ that has a lot of UU with dedicated models.
I've run out of comments right now, so I'll just add that I really like the mod as it is now. I'll try to play a full game to get a better experience of it, but so far I really like the current design.
(too bad I don't get much time to play Civ4 at the moment)