IMO the game needs some serious tweaking when it comes to unit-production and combat.
The goal should be to emphasize "quality over quantity", IMO.
- Adjust combat by reducing damage dealt by every unit - making every unit in the game harder to kill. Take the archer for example who is crazy strong ATM. My level 1 archer can reliably kill any barb unit with two attacks. Should be more like three or four IMO. Archers are a support unit, not a full blown combat unit. Same goes for warriors btw and their bonus vs anti cav units. Which doesn't make much sense to me, since a guy with a club seems a tad less advanced than a spearman ... so why should he easily defeat the spearman?
- Make warriors and slingers cost -1 in upkeep - thereby eliminating the AI's ability to spam vast early armies without having to pay for them.
- Reduce crazy spam-rate of barb camps. I just cleared one on Prince that spammed out one horseman *per turn* for four or five turns in a row while I was trying to get to it through the jungle. Another one I cleared after that spat out one Quadrieme per turn for four turns in a row.
- Generally reduce AI's tendency to produce military units non-stop for no reason - as it is now, this seems to be their standard "fallback action". Unless the AI is at war, plans a war or feels threatened, its first option shouldn't be to spam one military unit after the other. Would make for a more interesting game too if they focused a bit more on building up their cities and improving their lands.
S.