I can't believe they considered not adding Hot-Seat play. Hot-Seat is by far the most fun way to play!
I guess someone would of modded it in, but still. I'm glad their adding it. To bad I have to wait a month.
The % bonus from Phil will be less overall with pacifism. However I like Pacifism because it stops the NE city from hogging all the GP. With Phil as well that's 200% in every city and 300% in the NE City. Meaning the others can compete and will be able to put out more GP. (With GAge it's...
Yes I figured you could have one city with HE + WP for a base of 7 exp. You would need 3 more exp for C3March troops for a Aggr leader. (That's both civics or 2 GG's or a combo) which should be doable for Riflemen. Then add the Red cross in a second high production city to produce March troops...
I'd like to see someone look at the power of the March promotion. Seems like it could be powerful for lighting campaigns.
Three ways to get it. C1->C2->C3->M (10 exp for Agg leaders)
C1->M1->M (5 exp for Agg leaders)
Red cross->M1->M (3 exp)
I've never...
I would say there are probably a lot of ideas we haven't come up with. (love the idea of this thread).
The most dominant game I ever played I used an extreme GA stratagy. Basically I got the MoM, then saved 3 GPeople. I then used them to start 2 Golden Ages 1 turn before I completed the Taj...
I think we may have stumbled on something here. Imp. & Prot. certainly are support traits. Our problem with them has been you can do very little with them on their own, and I think this is true.
My problem with Imp. was that it caused me to over expand and crash my economy. I thought that was...
Yea that would be a neat addition for walls, making them more useful. I've thought about drill2 for protective but it makes certain UU's a little too powerful. Maybe instead a boost to Drill1! It's such a garbage promotion, (The worst single promotion?) Even just changing it from '1 FS chance'...
As well as the fact that Axes don't beat swords, it's the other way around. I think the classical RPG formula is Sword -kills- Axe -Kills- Spear -Kills- Sword. Hmm, or maybe nothing kills sword, Bow?
Well I agree it doesn't makes sence.
Yea I liked the idea of a HR happiness bonus for Castles. However I do agree Happy isn't as important then. I thought about moving castles to feudalism, but this would make it much stronger for AI's (and annoying to fight that many castles).
So far the consensus I'm seeing is people like the +1...
CKN start with +2 first strikes. plus drill 1. (Interestingly this is the same as the samurai). So that's 2-3FS. You can usually get two promos out the gait so that's drill2+3, now you're at 3-6FS. Yea they don't get CR but those FS are killer. Now I'm not exactly sure how their collateral...
Yes I actually saw that post a while ago. It was interesting but not what I was looking for, the changes were way too radical.
Ok so I played around with the XML and came up with this to start.
Prot: +1 Esp per city
Imp: 1/2 Stables
AND for everyone +1 Esp on walls.
Why: So the 1/2...
Another problem I have with Protective isn't the archer units but the promotions they get. CG is great for the computer but I would prefer Gurrial1 for defence as I rarely defend in my cites, but often will outside the territory on hills. As well Drill 1 sucks. plain and simple. Drill 3 + 4...
Yea ok their UB is crap. (although it does sound good when you first see it. If only culture was more important after the early game). But how can you say the UU is below average? I'd say in the top 50% at least. Although I agree there is some disparity in UU's, in that most make marginal...
I would say these are generaly considered the worst 2 traits. On a personal level I find them to be the least interesting/fun. I know they have thier fans but...
Anyway I'm thinking of modding them a bit so they'll be more interesting. (Note: I'm not making a mod just changing my XML files...
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