Has anyone experienced a problem with Limited Religions / Choose Religions in the 1.76 beta?
I tried last night and I
THINK the Limited Religions overwrote Choose Religions. I'll try a quick game again (couldn't call it quits after I got started last night

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- As already stated in another thread: the cavalry changes rule, most of all the terrain differences - with maybe the exception of the "commando" promotion which is not necessarily realistic or a must from a gameplay perspective
- I think instead of commando an additional movement point for cavalry would be better
Seconded. Cav have increased speed but realisticly for them to use an enemy nations roads as effective as them they would have to have current information about the roads and where they went.
This is a big issue: ARMOURED UNITS
They MUST start with commando (especially if cavalry have it). I could write 5 pages about the historical evidence for this. The essential point is that there should be a qualitative difference between the limitations and possibilities of Infantry and Armour. At the moment, as soon as there is armour, there is virtually no point of using infantry (especcially on the offensive) – which is so, so unrealistic. Infantry should remain strongest in suitable terrain.
Agreed about the commando for armor if cav get it.
However, I would have to disagree about infantry.. Modern warfare is evidence enough that the Armored unit is the core of the strength in a ground campaign. Their superior durability, firepower, and mobility make them unrivaled. No infantry is going to be able to take out any tank with a simple rifle/machine gun.
If you want to incorperate the value of infantry back in the game here are my suggestions: Increase the benifits of anti-armor infantry against armor + collateral damage against units in the same tile. However, these units tend to be slow firing and have a limited amount of ammo. To reflect this, give them a penalty against infanrty units (25-33%).
Armour, like cavalry, loves open, accessible terrain. Roads are also a huge plus. Tanks should be weaker attacking cities and stronger in certain terrains, such as plains, deserts, grasslands etc.
No. Smikis is right about cities. Armor is basically specialized mobile artillery and the damage done to a city by a tank would be much greater than any infantry. As for terrain, I don't think it needs any bonuses. The only exception i could see is hills/mountian defense (well for any unit) because of the stratigic advantage.
But armour should get -50% on peaks and in forests and jungles and they should only be able to enter these terrains on roads.
Movement? Yeah I can agree with that. However for defending they should get a bonus (see above) and if you are going to penalize them do it solely in attacking and 10-20% for forest/jungle and 20-33% for mountians.
Anyone with a military background gets nausea seeing a main battle tank progressing through forest, and also getting a defensive bonus for it.
The defensive bonus should be eliminates, yes. However I would imagine they should be able to still recieve a fortification bonus no?
Also: off-road jungle, forest and mountain warfare is completely impossible for Mech Inf., Mobile Artillery, (Heavy) Tanks, and Battle Tanks etc. and should remain the sole domain of Marines, regular infantry and Special Forces.
I wouldn't say impossible, but it would(should) slow them down and provide them a little disadvantage. Except I agree with mountians. On that note, all infantry should recieve bonuses from forests/jungle with marines and special forces maybe getting a +1 movement?
EDIT:
of course tanks aren't completely useless in city warfare, but they are a lot more vunerable.
At the same time they are probably going to be engaging defenders in the city from outside of it as they make their way in and during this period its like shooting fish in a barrel.
the points you raised are completely valid - but now think how much more effective they are on a grassy plain...
Tanks have pretty universal superiority. The only time their effectiveness is changed is in certian terrains that slow them down or put them on a lower elevation, hense the no bonus and just the penalties.
My 2 cents (summary):
- Commando Promotion - remove from cav, or add to armor
[*]Give anti-armor infantry +10-20% more against armor, -15-35% against Infantry
[*]Armor city attack stays same
[*]Armor attack penalty for forests, jungle, and hills -10-15%
[*]Armor attack penalty for mountians -20-33%
[*]Armor still can move through forest/jungle/hills
[*]Armor can't cross mountian without some sort of road
[*]Infantry recieve slight bonus (+10%) against armor in jungle/forest.
[*]Marines/special forces recieve +1 movement in jungle/forest
- Chariots still basically didn’t exist in the game I played. Maybe Marathon game speed was still too fast
- Although I select the “No Storms” option, I lose a ship every 10 turns…
Agreed with chariots.
And I don't think it is the "No Storms option that prevents you from losing ships, that just turns off weather. There is an option in the BUG menu about probablility of ship being lost at sea, I can't remember its name. But thats the one you want
