Ogi123
The End is the Beginning is the End
Ah, not exactly for example falxman is currently +1 str and +50% vs melee above normal axe, galatian inf has one more str and 10% city attack etc.
I will set Granaries and Harbors to give +1 health each and require the resources to build. I think giving them +1 per resource is too much
There is a problem with some leaderheads, which just doesn't exist in the game. The leaders are Atilla, Kharavela, Liu Bei, Simhavishnu, Tirayan and Zhao Tuo.
I think the problem comes from ArtDefines_Leaderheads file.
"Art_Def_Leader" for Kharavela is missing and "Art_Def_Leader" for those whom I have mentionned are a bit Strange, but I don't know what to do with them.
About the units, I've played Antigonids and their heavy spearman unit has the same art as their spearman. What do you think about Antigonids heavy spearmen having the same unit art as Greeks heavy spearmen?
The first to discover mathematics could receive a great scientist, and a great engineer for metallurgy.
About gameplay, i find the 3rd Parthian UHV a bit hard due to the lack of Roman units in the middle east, and the last time i have played them, i had to take every Roman city from Cappadocia to Northern Italy to kill 20 units. I was playing on Chieftain, and maybe this was due to the low difficulty level, but i'd like to know if you encounter the same thing.
AI production is unresolvable, because AI as you said cannot use slavery witch is essential for production until end of game. Only solution that I see is bringing back ability to mine resourceless hills, they are basis of production. Perhaps even reverting plains to original yields 1f/1h and giving semi desert 1h. In that way AI may start producing units, and this in roundabout way weakens slavery.My only complains are about AI diplomacy and production. AI cant use slavery so AI produces very little units. Second problem are insane alliances and general AI coordination of troop deployment. AI is very poor on warfare and something should be done about it.
Lack of early buildings is actually is somewhat problematic, perhaps some early buildings that give specialist slot, some other with small effect?One thing I would like to point out is lack of early buildings: for example fairgound is now on bulk trade and it was only early building you could use to boost your economy... and now it is gone.
Also I liked that harbour gave +2 food on next coast tiles of city, it made coastal cities more historical bigger. Removing it made some historical cities like Athen much smaler and useless because they cant have a large population.
New tech tree looks okay to me, lesser amount of tech is ok as long as each of them brings something to table. I think that since there is fewer things to research, breaker price should go up.I've noticed that Leoreth has made a new unit_ai for his statesman unit so that basically gives me the confidence that I can make a slave_ai.
sorry I'm not really crazy about any of those building ideas. that doesn't mean I'm against adding a couple of early buildings, but I'd like them to be a bit more obvious. the Well is a possibility. I thought it might be useful to add +1 happiness to walls. this would have the added bonus of encouraging the AI to build them more often.
I don't think we need tons more units on the map. part of the reason the mod runs relatively quickly despite its massive size (almost twice the size of DoC) is the fact that there aren't so many units. it also means that late spawning civs don't face 10+ defenders in very city.
I would really like to keep focused on the new tech tree for now. what do you guys think?
Eh, instead nerfing slavery perhaps boost other civic in that column? Settled slave consuming 2 food means that nobody will do it, because that is basically worse labourer.caste system is actually better for India, since there are far fewer barbs to enslave and wage labor could be very powerful if you had a lot of income.
but I'd actually like to nerf slavery until it's at par. the stats I've been using to balance it are the chance to enslave and the rush production you get from them (which are roughly 30% and 50). maybe I should lower the settled slaves to 1 hammer or make them eat 2 food.
another feature that relates to this is that laborers (default specialist) get 1 commerce which means you can run them without suffering too much financially. does anybody use them? i do.
I'd like to hear from some others about the tech tree as well. it's a big change and I know there will be things about it that I don't see.