They are rather necessary if you don't want to be conquered. And if you don't fear an invasion then you have no reason to make units, even if they...
Units and buildings have production cost that scale with strength and yield, so that scaling actually makes sense.
District cost does not depend on era, but on the number of techs and civics you have discovered. Each tech/civic you have adds +4 production cost...
The only gameplay mods I use are my own. I', not gonna say all my mods are definitive improvements on the game, but I think some of them are:...
I like the tactical camera mod (allows you to zoom more out to see more of the map, and also allow you to zoom more in to see stuff close-up in...
Not all "righties" are clima change deniers.
but you get power from many other sources than oil, and you don't need plastic to make rifles and cannons either.
I'm not so hyper competitive so I just move the units into friendly territory, but not into a city (unless there's one right next to the unit)
happiness gives max +10% and it says "from amenities"
Sounds reasonable to me.
Riddle me this, how come these units don't have improved mobility if they are motorised as you suggest?
You got me curious. How do you turn sewer...
An alternative to lowering the bonus is to make the bonus a bit more difficult to achieve, so that eurekas and inspirations trigger less often
If you prefer that then just fix the value yourself
trade units cannot move into water, or out of water, unless there's a harbor or or city on the coast
"just conquer it with your inferior units bro xD"
anticav does get +5 vs cavalry as their first promotion too, so it evens out
Yes, I'm gonna repeat that knights and pikes are both better than coursers. They are not OP.
You are just saying that horsemen are too good, not that coursers are.
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