I think what I said before was suggesting moving one of the engineers to aqueduct, which was done (thanks!) Personally it seems like probably the best change would be to just remove the engineer from smithy.Shqype said:Seven05 and Jet, can you guys make suggestions to prevent your cheap advantage-taking tactic? Jet, I'm pretty sure you made a suggestion in the past about other requirements for that technology but I don't remember it. Can you post it here again?
I can add that to the to-do list, it should be possible with some tweaking to the UI scripts. I actually use that tactic myself but I'm suprised at how often they give in, of course I have insanely massive armies most of the time so they're probably scared to death of me.Leiv Ericsson said:If possible I would like to have the possibility in the diplo screen to make demands that are totally unrealistic like it was back in civ3, to be able to irritate them.
Combined with grasslands in the north, the basic idea of the mechanism is great.thamis said:One thing about dense forests: There is no problem with them. They are meant to strongly disable all the northern civs until the late game.
In my experience with the huge med map on marathon, the growth of additional dense forests stifles AI-controlled northern civs so much that by then it will be too late for them. Have you seen otherwise on that map?thamis said:Once the northern civs can chop them, they get significantly better and cause the fall of Rome, so to say.
Seven05 said:On the engineer rush...
There are TONS of great people created in the course of a game, even at normal speed. Increasing the base value would make it too hard to get the first, perhaps increasing the rate of increase would be a good start but then that would make philisophical somewhat less potent. Maybe a slight increase to both would help reduce the total number you see in a game. LastWordz can attest to the insane number of wonders I can build while playing as Mycanae, very few of them taking more than one turn to complete.
With engineers specifically could we reduce the amount of production they contribute when "rushing" a building. At the current value they can build any wonder in one turn (any that I've tried anyway), so building wonders is all about getting great engineers and has nothing to do with production or access to bonuse that increase the speed of building wonders.
Why not have great engineers build a special building (like the scientist's academy) rather than complete another? It would go well with the scheme of things and if they could only build one per city it would help control the power of them without making them worthless. An example of their building could be a workshop that gives a production bonus of 10% for having access to each of the following resources: stone, marble, copper, tin, iron So, potentially you could receive a 50% bonus to production in that city.
Just some random thoughts. If you're only concerned with defeating the wonder rush you need to limit the number of great engineers or their effectiveness when rushing construction.
sapon said:Hello,
Is anyone else having trouble building observatories? I can't build more than one at at time and in some cities not at all.
Captin Zebra said:and second, every time i build a wonder that isnt from the original game my computer tries to load the video thing and crashes. i was wondering if there is a solution to this becasue right now if i want to keep playing i cant build any wonders.
thanks