What is the general consensus on the current needs system? I think it's one of the weakest parts of vp as it takes a lot away from city specialization. Currently every city needs every yield because of needs so every city needs to build more or less the same buildings and the same improvements...
I really dislike the current system of trying to preserve early units so you can have OP super units late game so I like the sound of this. One possible solution could also be that units lose like 15-20% xp when upgrading.
I dont see how 8-44c makes sense. Early city defense and walls would be nerfed but then the early game supply would be buffed so it's back to being too large. I haven't had any problems with the new supply rework in the early game.
Remove the +1 food from granaries and aqueducts also, they already give a bunch of food bonuses. Nerf lighthouse bonus food gained from ITR by -1 (so it's +3). Nerf gurdwara and monastery raw food yields by -1 (so it's +2)
Tradition gives +5 food in every city and +13 in capital. Too much raw...
There's so much food sources that food improvements aren't important to focus on. There's somewhat of a limit on how fast cities can grow with the happiness system and they grow fast even without farms. Farms are also bad if they are not made at least triangular but that's not worth it because...
It's a happiness issue but it's also a food issue. Vp has added so many components that produce food and citizens still eat the same amount of food than in vanilla so improvements like farms are useless. If you just look at how many buildings from the ancient and classical era produce food in...
Of course it's stronger than tradition which is an ancient era policy. I find with tradition I can produce settlers better early than with progress and authority. I dont even need to work any food tiles after pumping out settlers because all the food comes from other sources. That makes farms...
Exactly. Ideally buildings, policies, religion and other stuff should boost the food coming from tiles, not produce raw food yields. Kind of like what the lighthouse and granaries do. The change to tradition going from percent boost to raw food yields adds to this problem. I mean it doesn't even...
I know what I suggested with famine and trade routes might be too much work at this stage of the mod but there could be smaller changes made to make food a bit more meaningful. One other idea I thought was to slightly increase the amount of food required to gain a population. With this farms...
For a long time in this mod I've felt that growing cities is too easy. Food doesn't really feel like an important resource to prioritize despite it being the most important resource historically. Farms feel bad compared to other improvements despite them being important food generators in real...
I think barbarians could be more of a threat. Currently they are just annoying that they frequently send one unit to pillage and die. I think if they would attack with like 3 or 4 units at a time, they would be more interesting.
It seems to me that spys are currently at their best when put to city states. I dont have to do missions or send too much diplomatic units and I hold most of the city states as my allies.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.