Drogear
Prince
Any ETA for 1.9?
BTW Now over 2000 posts at this treath, for sure one of the most popular mods to date
BTW Now over 2000 posts at this treath, for sure one of the most popular mods to date
Drogear said:Any ETA for 1.9?
BTW Now over 2000 posts at this treath, for sure one of the most popular mods to date
Good to see your post Karhgath. Hope to see some of your creativity blossom over on TAM IV in a couple of weeks.Karhgath said:I'd just like to take a break from my busy schedule to congratulates you guys, TAM has grown quite a bit. Awesome job! I unfortunately don't have much time anymore to help out, but I still find time to play TAM a bit here and there =) I have a small list of ideas/balance changes, I'll try to post them soon since I'll be on vacation in 2 weeks and I hope to have some free time then.
Congrats again everyone.
Karhgath said:2) Have warfare evolve with new strategies and tactics. Early warfare is quite different from late roman warfare, and it's not just about having more powerful units. Promotions should reflect that.
3) Early on, if you can get past the barbs, you can explore and meet a lot of civs easily. Quite unrealistic. Scouts/explorers/etc. are usually not that great/useful(except for 2 moves) in civ and TAM is no exception. Knowing too much people means that map/tech exchange becomes too powerful, too fast. Exploring should require efforts.
4) No diplomatic options early on.
9) As for religions... Religions weren't that important back then. What I mean is that, with some exceptions, and until christianism, holy wars and religious wars weren't that common. Sure, every civs had different religions, but most frictions came from other issues. Culture (which could include religion, but also much more) was a lot more important.
Ankenaton said:As it stands now Civ IV punishes you if you expand too fast (especially early on); but if you do not then the A.I. civilizations take up all of the arable land pretty early on.
Thanks for the fix.M@ni@c said:That can be fixed easily. Remove number of cities city maintenance. IMO that concept is one of Civ4's worst ideas and a really crappy way to counter ICS.
To prevent ICS, triple distance city maintenance or so. But instead of one building (court) that halves city maintenance, include several buildings and techs that each decrease maintenance a little. The result being that at the start of the game you can still only have a small empire, but as the game progresses and you advance, your empire can gradually grow and it can actually be economically profitable to conquer the entire map by the end of the game.
You are right! One of the first things I attempt to do is to locate 2 or 3 of the nearest Barb cities and go a conqueringthamis said:Regarding diplomacy and religion:
I think the way Shqype reworked the diplomacy, religion now plays a less important role. Only Christianity is highly important.
Regarding city maintenance:
Well, I think we shouldn't change the dynamics of the original game too much. We can look into it, and try it out, but not in a public release. And everything that goes public has priority.
Sea trade:
We've rebalanced trade building effects in 1.9. Let's see how that plays out. Otherwise, I agree that we should make the sea much more important.
Exploration:
I think the best way to deal with it is to increase the level of barbs. Early explorers thus get killed off quickly. At the same time, though, a good player can exploit this and expand very quickly by conquering barb cities. Not sure what to do here.
thamis said:Exploration:
I think the best way to deal with it is to increase the level of barbs. Early explorers thus get killed off quickly. At the same time, though, a good player can exploit this and expand very quickly by conquering barb cities. Not sure what to do here.
thamis said:We'll be creating the Silk Road, such as in TAM Civ3. In order to win, you have to build caravans that discover a certain section of the silk road. Once you have them all, you can "launch" your great caravan.
Sword Dancer said:One thing that bugged me in TAM for Civ III was that you could build each of the Silk Road sections in *any* order. This meant that you could 'know' a portion of the route that you didn't know how to get to from either direction.
Will this be addressed in this version of TAM so that they have to be built in order?