blitzkrieg80 said:
Maybe we should ask ourselves: how important are some of the suggested changes?
asclepius said:
I agree with blitz', there are too many ideas being kicked around for a scenario that is supposed to be almost finished.
I'm not sure I agree that we should hold off on making changes....
In my opinion, some of the suggestions could improve the game. It seems to me that a version 1.0 implies a more-or-less final product, rather than something put out as an interim release prior to an expected v1.1.
I only played v0.9 through 377 AD, but I think v1.0 should include, at a minimum, the changes bulleted below. Note that I have brought most of these issues up in previous posts, so let me apologize in advance for repeating myself.
* Forts and Limes should have defensive values raised to +50% each (from +25% each in v0.9). Asclepius, you mentioned previously that you built a string of Limes along your northern frontier. Have you made it to the barbarian migrations yet (after 377 AC)? I have a feeling that the default 25% defensive setting will allow the Germans and Scythians to quickly overwhelm your defensive line. (I lost a few heavily defended Limes during the Crisis of the Third Century, even though I had adjusted my BIQ to +50%).
* RFRE offers no reason to take Britain other than the fact that it is there, or that from a historical context the Romans held part of the island for a while. With current RFRE settings, the Player could avoid a lot of headaches and a lot of casualties by staying away from Britain entirely. To encourage and reward the Player for taking Britain, I would suggest placing a luxury resource (someone suggested "pearls") a half dozen squares south of the city of Picti, or perhaps placing a new resource under the Hadrian's Wall city that would be required to build one of RFRE's Wonders.
* Even after building a road network and discovering Civil Engineering, it still takes a unit 4 turns (up to 8 years!) to move from the southern tip of Italy to the Cisalpine Gaul border in northern Italy. Pre-placing a single, north-south railroad line (imperial road) along the length of Italy might be prudent. The Player would be unable to build additional RR lines.
* Preplacing some "great harbors" (i.e. airports) would help speed intercontinental movement of units. Maybe it was my fault for not attacking Persia until the mid-fourth century AD, but by then they had a HUGE army, which included many, many dozen cavalry units. I had to strip my northern frontier defenses to move units into the Middle East. That reployment literally took decades. That is completely unrealistic. Even with airports, a player could move only one unit per turn per airport.
* Giving the Player a few long-range transports would also help address the situation mentioned in the bullet immediately above.
asclepius said:
As it stands I think 0.9 is too easy.
In general, I think the settings are more-or-less okay, at least through 377AD. Any decent Civ player can certainly eliminate all opponents except Britain, Germany, Scythia, and Persia, but who wants to spend days playing RFRE and then be overwhelmed by, say, Dacia?
That being said, I suggest a few tweaks to make things more difficult:
* The Corvus spawning rate of the Mare Nostrum Wonder should be reduced. The Player receives way too many Corvus units in v0.9. I found myself scrapping a few ships because my navy got too big and expensive to maintain.
* The Crisis of the Third Century (C3C) is too easy in v0.9. The Germans and Scythians should have more units (but not a whole lot more). The C3C Wonder should make one additional person unhappy in every city (including an extra unhappy person in Rome). If possible, it would be nice if the C3C increased corruption because in v0.9 it was easy to raise the luxury rate and sail through with minimal impact to the Player's treasury. The Wonder that ends the C3C (is it Opus Imp Soldati?) should have its shield cost doubled. The C3C is way too short and easy to ride out in v0.9.
* Disregard this final bullet. In this point, I had originally said the Player's treasury got too large, but then I realized I had (over)modified the corruption setting in my BIQ, so the original v0.9 settings were fine.
Of course, all this post only reflects one person's opinion, so whatever the majority of playtesters (and most importantly, Pink himself) ultimately agree to will be fine with me.