Higher Game
National Socialist
First of all, I love the restraint and focus that this mod has, like a proper expansion, and it definitely makes naval warfare more balanced and espionage more interesting. I also like seafaring, for making the great lighthouse and coastal trade a bit harder to get. The new graphics are good, too. A handful of things are funny, though.
#1. Why a muskets technology after gunpowder? I think a primitive cannon at gunpowder, in between trebs and proper cannon is great. However, muskets are now ridiculously far into the game, when they were already arguably too far after knights and macemen and not much better.
#2. It's confusing to have two unique units/buildings for some civilizations. Some are entirely unnecessary, like Russian infantry.
#3. The free engineer from Leonardo's Workshop is too much. Engineering points are valuable enough that they come on wonders that are otherwise mediocre (Hagia Sophia) or very expensive (Pyramids). -50% upgrade cost is very powerful by itself. I would take away the engineer and just give +1 engineering GPPs.
#4. Grenadiers are virtually pointless now, and they weren't so great before. City smashing cannon of equal strength are only a single tech away, and cuirassiers are better for attacking siege stacks. I suppose they're decent defenders in the short period before riflemen, but are otherwise forgettable. I do, of course, assume that I started with iron and horses or have "acquired" them by this point.
#5. 3 helicopter units is too much. I think paratroopers represent air assaults just fine, actually, so just the normal vanilla helicopter works just fine.
#6. The early game is far too defensive now, due to weaker melee units. Horsemen feel too good now.
#7. Why uber pikemen? They shouldn't be on even grounds with macemen.
#8. The battering rams and assault mech are hilarious, but pointless.
#9. Subs should be toned down. I actually think they were fine before, as they are obviously made with flanking in mind. Now, and especially with the sea planes, they're too good.
#10. Why airships at combustion and oil? They made sense at physics, because they helped cannon and artillery take on stronger riflemen and infantry. I always interpreted them as advanced scouting and logistics, not literal bombers.
#11. The free technology at AI is a bit much. It's a good tech anyway.
#12. Machine guns aren't good at all against armored units. They're too good against everything else, even the artillery that used to counter them when they were siege units instead of "trench units". I know this might be realistic, but along with the new airships it makes oil far too important because tanks and planes are vastly important now.
#1. Why a muskets technology after gunpowder? I think a primitive cannon at gunpowder, in between trebs and proper cannon is great. However, muskets are now ridiculously far into the game, when they were already arguably too far after knights and macemen and not much better.
#2. It's confusing to have two unique units/buildings for some civilizations. Some are entirely unnecessary, like Russian infantry.
#3. The free engineer from Leonardo's Workshop is too much. Engineering points are valuable enough that they come on wonders that are otherwise mediocre (Hagia Sophia) or very expensive (Pyramids). -50% upgrade cost is very powerful by itself. I would take away the engineer and just give +1 engineering GPPs.
#4. Grenadiers are virtually pointless now, and they weren't so great before. City smashing cannon of equal strength are only a single tech away, and cuirassiers are better for attacking siege stacks. I suppose they're decent defenders in the short period before riflemen, but are otherwise forgettable. I do, of course, assume that I started with iron and horses or have "acquired" them by this point.
#5. 3 helicopter units is too much. I think paratroopers represent air assaults just fine, actually, so just the normal vanilla helicopter works just fine.
#6. The early game is far too defensive now, due to weaker melee units. Horsemen feel too good now.
#7. Why uber pikemen? They shouldn't be on even grounds with macemen.
#8. The battering rams and assault mech are hilarious, but pointless.
#9. Subs should be toned down. I actually think they were fine before, as they are obviously made with flanking in mind. Now, and especially with the sea planes, they're too good.
#10. Why airships at combustion and oil? They made sense at physics, because they helped cannon and artillery take on stronger riflemen and infantry. I always interpreted them as advanced scouting and logistics, not literal bombers.
#11. The free technology at AI is a bit much. It's a good tech anyway.
#12. Machine guns aren't good at all against armored units. They're too good against everything else, even the artillery that used to counter them when they were siege units instead of "trench units". I know this might be realistic, but along with the new airships it makes oil far too important because tanks and planes are vastly important now.