2.2 Feedback

- the island north-west of Cuzco (sorry, I dont know its name) is useless. This wouldnt be a problem if at least your cultural borders would expand over it, but it does not, so I can already see that some other civs will found a city on it. I think you should ignore geography a bit and move it one to the west and give it at least one seafood resource, so it wouldnt be only an annoyance, or push it one tile closer to the shore so that city there could use it..
The name of this island is Galápagos (remember Darwin?)

- I was really surprised when I found out that in complete South and Central America, there is not one single prime timber. Come on, no prime timber in South America is like no oil in the middle east...
I agree completely.

- could you add whales south of Falkland Islands? Again, it would be realistic and would give you a reason to build a city there as a single fish hardly does....
The whales can be found between Falklands even south coast of brazilian coast, then I agree.

Just another thing. The region of Bolivia in south america is rich with natural gas. This resource cause tension between this two countrys (Brazil and Bolivia)
 
Also, what was the original idea behind the militia units? As I personally find them way too weak to use as an offensive unit, for example in case of the incas quechuas (sp?) are still better because of their 75% vs ranged bonus and +10% strength, otherwise they are very soon outdated by short swordsmen. Meanwhile for defense bowmen are clearly superior. They have no specials worth noting, and so if I simply want a strength 3 all-round unit, I can just use a bowmen, which is at least good at defending.

You must agree that quechuas are a bit of a special case. Otherwise, if you want an early melee unit as any other civ, militias are better than warriors. They are also a good way to deal with chariot spamming, if you have such a neighbor, and still can't build spearman (or had your copper cut off).
 
The spices, were they found in new world, or was the new world used to build plantations there ?
Thats irrevelant. As its called spices and not peppers, cinnamon, etc. I find it hard to believe that people had no spice - or something they used as spice - on the whole continent. Anyway, Ive only said that in case you didnt want to add new resources (like tobacco, coca) to the game only for this.
Actually, wasnt tobacco included in the previous TR release?

Walter Hawkwood said:
Otherwise, if you want an early melee unit as any other civ, militias are better than warriors. They are also a good way to deal with chariot spamming, if you have such a neighbor, and still can't build spearman (or had your copper cut off).
Then maybe its just the native militia, but the +15% (if Im right) bonus vs. chariots hardly makes them better than bowmen, who has a 25% city and 50% woods bonus (again, if memory serves me well) especially when you have zero chance to meet chariots :). And you didnt even consider that bowmen not being melee unit remains a viable solution even when axemen arrive, while militias get simply slaughtered by them. Thinking about it, if militias would have say +50% vs axemen, then they would be of some use.
 
the island north-west of Cuzco (sorry, I dont know its name) is useless. This wouldnt be a problem if at least your cultural borders would expand over it, but it does not, so I can already see that some other civs will found a city on it. I think you should ignore geography a bit and move it one to the west and give it at least one seafood resource, so it wouldnt be only an annoyance, or push it one tile closer to the shore so that city there could use it.

Really Galápagos is more to left, much small, and have a presence of whales. Change this is not ignore geography. Can the TR team put this island in a one west plot, hills, with whales resource?
 
Oh btw, I forgot to mention earlier that at native settlers the womans hair in the group is team colored, which looks rather interesting if you consider the colors of the native civs. :p
 
Back
Top Bottom