Could you post a link to that mod so I can take a look?
If you implement this, can you make it optional? I've saved literally dozens of workers from certain barbarian death because they stopped work and let me move them to safety when they spotted an enemy.
If there was any way to code "Only become afraid when an enemy is within 2 tiles" I would love it!
I certainly want my workers to stop work when they spot a barbarian nearby but I hate it that when a war is going on 5 tiles away across a mountain range I have to reissue orders constantly.
I tried out Light Touch and ended up not using it - the ideas seem great but I didn't find that it worked out well in execution.
If there was any way to code "Only become afraid when an enemy is within 2 tiles" I would love it!
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That wouldn't work very well with mounted barbarians with 4 movement points.
\Skodkim
Yeah, the interrupt is already based on the movement speed of the enemy. Workers interrupt within 2 tiles for enemies with 2, 4 tiles for 4, etc.
I realize now it was a little vague, but what I meant is a shift from early to late. Early game is slightly lower, and midgame is higher (Militarism moved to the Renaissance from Industrial).
Barracks are very powerful for a conqueror like myself because our units can immediately start with +20% strength. It gives the edge needed for initiating warfare. I like this style of play myself, and wanted to make it more challenging. The change is small because we still begin with the +20% bonus. It just takes an extra 1-2 battles to reach the second promotion.
Thinking about this, perhaps if the Barracks had a unit production modifier like the Blast Furnace it would be a more worthwhile investment in the early game.
What if the supply cap was much much harsher in the core game, and barracks added to it. In other words, they actually act like barracks