JaredPWagner
Chieftain
- Joined
- Jul 8, 2009
- Messages
- 46
Edit: As requested I have posted a detailed guide on how to win LOR on Deity in the strategy forum it can be found at the following address
http://forums.civfanatics.com/showthread.php?t=410032
Just finished my third game of Legends of Revolutions
Games settings:
Difficulty -> Deity
Size -> Large
Speed -> Marathon
Legends of Revolutions settings -> Default
Game 1: Bad luck with barbs -> early death
Game 2: Watched in horror as my civilization collapsed into three factions allowing my neighbor to march in and destroy my civ.
Game 3: Third time is the charm won a space race victory in 2037
Overall, its the best experience I have ever had playing CIV thanks for all of your hard work. Your time and effort here are obvious. Truly a masterpiece.
There were a handful of things that I felt were out of balance, however, and I wanted to post some feedback on these for your consideration.
1) Ranged bombardment, a fun mechanic but overpowered because the AI does not know how to handle it. I used the same stack of artillery to bombard hundreds of enemy units and subsequently destroy them with almost no loses. The AI did not even range bombard my stack sitting outside his capital despite multiple opportunities. As it stands now Range bombard effectively reduces the difficulty by at least one full level. I recommend having it off by default.
2) Representation, consider reducing the stability bonus. Its a bit too good at +2/+2 it effectively removes stability concerns until very late in the game.
3) Pyramids are a bit overpowered, because representation is too powerful. Early pyramids remove stability worries give happiness and extra research. I won the game on diety by building pyramids early. I had no stability issues at all while all my neighbors suffered civil wars. Fixing number 2) above should fix this.
4) Heavy footmen are too weak. Almost all enemy stacks will have at least one mounted unit so there is almost no reason to build heavy footmen over pikeman. Pikeman are good enough city attackers that they are superior for that purpose as despite the 10% penalty. Consider giving heavy footmen a slight boost or better yet a small downgrade to pikemen.
5) The Skirmisher, an archer with 4 strength is too powerful. With the base +75% city hills defence + 3 hills upgrades (easily gotten from barbs) these things have an effective hill city defense of > 10.
Thats it. Minor points all, fantastic mod. I got hours and hours of fun out of it. Thanks!
http://forums.civfanatics.com/showthread.php?t=410032
Just finished my third game of Legends of Revolutions
Games settings:
Difficulty -> Deity
Size -> Large
Speed -> Marathon
Legends of Revolutions settings -> Default
Game 1: Bad luck with barbs -> early death
Game 2: Watched in horror as my civilization collapsed into three factions allowing my neighbor to march in and destroy my civ.
Game 3: Third time is the charm won a space race victory in 2037
Overall, its the best experience I have ever had playing CIV thanks for all of your hard work. Your time and effort here are obvious. Truly a masterpiece.
There were a handful of things that I felt were out of balance, however, and I wanted to post some feedback on these for your consideration.
1) Ranged bombardment, a fun mechanic but overpowered because the AI does not know how to handle it. I used the same stack of artillery to bombard hundreds of enemy units and subsequently destroy them with almost no loses. The AI did not even range bombard my stack sitting outside his capital despite multiple opportunities. As it stands now Range bombard effectively reduces the difficulty by at least one full level. I recommend having it off by default.
2) Representation, consider reducing the stability bonus. Its a bit too good at +2/+2 it effectively removes stability concerns until very late in the game.
3) Pyramids are a bit overpowered, because representation is too powerful. Early pyramids remove stability worries give happiness and extra research. I won the game on diety by building pyramids early. I had no stability issues at all while all my neighbors suffered civil wars. Fixing number 2) above should fix this.
4) Heavy footmen are too weak. Almost all enemy stacks will have at least one mounted unit so there is almost no reason to build heavy footmen over pikeman. Pikeman are good enough city attackers that they are superior for that purpose as despite the 10% penalty. Consider giving heavy footmen a slight boost or better yet a small downgrade to pikemen.
5) The Skirmisher, an archer with 4 strength is too powerful. With the base +75% city hills defence + 3 hills upgrades (easily gotten from barbs) these things have an effective hill city defense of > 10.
Thats it. Minor points all, fantastic mod. I got hours and hours of fun out of it. Thanks!