ROM2.3
emperor diff
huge tectonics map
temparate medium sea
marathon speed
sorry about the makeup of this txt i use wordpad to punch in observations while playing
oh and i had a ctd in the modern age aswell.
NaVAL:
caravel to sloop and brigantine too big a jump. All ships listed
below are light ships exept the galleon MoW and the SotL. i would
suggest as to that the difference isnt so big.
current suggestion
sloop = 7 to 5
brigantine = 10 to 6
galleon = 10 to 7
privateer = 14 to 10
frigate = 16 to 12
Man O War = 20 to 16
Ship ot Line = 24 to 20
The AI uses privateers to attack ships they cant win from like
frigates. Its far better to avoid combat and defend and blockade
trade routes. I dont know if the AI can be tought this, i dont know
if you meddle with the AI.
with cult driven war you get free influence when a privateer
attacks your coastal patrol ships since they always! attack
which btw gives away which culture uses those privateers
iron frigate needs sulfur however a (normal) frigate doesnt
trireme to sloop is only 20 gold hence also above list.
ESPIONAGE:
spies can discover tribal villages so you can get the gold without
having to kill the barbarians
sewer system -20 spy def but "helps thwart spies" ?
counter espionage always succesfull and for 20 turns too strong
imo. on marathon speed.
detected spies just travelling through a country cause relations
hit this can get big
Observations:
I got 300 gold from 2nd goodyhut i discovered!
As has been suggested before cottages are too strong compared to
other improvements, I would think farms and mines would be the way
to go until the renaissance.
I was able to build the national courier system twice
swordsman to light swordsman +1strenght seems a bit useless to
upgrade
glassware for observatory and alchemist shop is pretty harsh uyou
have to be lucky to have salt, make salt more common?
some cavalry units are missing logical flanking bonus against some
siege units
You removed the unhappiness for private healthcare wont the
Contacting/emancipation give the same prob
Some options for airmissions are hidden for units that have lots of
missions to choose from like the airstrike (S) against units.
attack multiple times per turn for ships initative
graphical glitches triangles (see screenshot) i have seen this with
other units aswell, not only modded units like the medic from the
screenshot.
A-bomber before manhattan project as well as all other nukes.
in other words you dont need the Manhattan project to build nukes.
opportunity fire too big effect imo;
with my 3 cannons guarded by 2 gren and 1 riflemen in a forest i
was able to bombard the enemy stack of 10 riflemen 2 cav 1 cannon
and 1 grenadier to being useless to attack me. Later on with medic
you can negate the effects, however i still have to see the AI use
medics.
a upto 4.4 dmgd riflemen got dmgd 61% by my cannon but net loss was
1 point of strenght thats about 25%. I dont understand those dmg
reports. ???
also shooting with cannons against ships on the coast less give
less dmg than reported
cant bombard enemy units in friendly territory altough you can
attack them. This seems wierd.
jeep with a siege tower animation while attacking a city
unit specific malussus are negated by promotions or too boosted by
promotions, in other words not much specialization for different
units. a wide range of promotions is available to all units. should
be more restriced like barrage only for siege and archers etc.
logistics should need mech warfare because you can now build mobile
arty with logistics only. It just seems a bit strange
airbase give xp to air units but not helicopter units
casino very expensive compared to other buildings. Not all cities
are production powerhouses. Yes i do specialize, i try
long rev time up to 8 turns, can this be tweaked with techs or
buildings? like police station etc
emancipation comes to soon should be tied to industrialism imo
Permanent Alliance:
(first experience with it btw)
spamming each turn resourses i already have
one turn completion of research when asked what to research.
At peace 1 turn completion when researching the same tech. At war a
couple of turns (AI builds units instead of tech)
cant ask ally to change gov'ment?
vassals trading resouses we both have
each turn my partner gives a resource i already have can this
behaviour be stopped?
IDEAS:
switching of civics when at war, always go for old civics could it
be a way to prevent this to make a newer "wartime" civic with the
same bonussus as the previous but better. Or make a way to not
return to old civics once you choose a new one. Ideally would be to
have sets of civics rather than pick and choose. no emancipation
with sacrifice cult etc.
capturing ships and make them a privateer
is it possible to not make gov'met change during war and have war
exhaust dissipate after war
sea colonies
like in the visa mod! that would open op a new grab
for territory
would it be possible to build something similar to the suez canal
perhaps as a chain of forts with the appropriate tech of course?
v1 to guided missiles upgrade