Heretic_Cata
We're gonna live forever
Well ... you could make them autoproduced from preplaced improvs or smthing. But that might go against the gamestyle that you had in mind for this.
Intresting mod btw.
Intresting mod btw.
There are only two options I can really see before me to counter this problem:
1. Short and sweet, make Mercenaries cost population. This will increase their short-term cost, and maybe make you think a little before building them. However, I also think it's pretty unrealistic, as mercenaries are supposed to be foreign!
2. Take unit support costs away from regular infantry. This I did not want, and will require a bit of balancing with the government support. Also, it would make Mercenaries almost un-needed, as this was the "real" reason you'd build them!
I could offset 2 by making all other units apart from Mercenaries, Paramilitary, Militia, and a couple of other unit types, require population. However, I'm not so sure how this will work with the whole game structure...
-Mortars have a high RoF, but low accuracy, movement and range. This makes them perfect for taking out the weaker, but HP-heavy infantry units, but they probably wouldn't dent the mechanized units.
@againsttheflow: the AI does not take cost into consideration when building units.
Basically, due to their lack of unit support needed, I'm finding that when I get to build mercenaries, I tend to completely stop producing the support-needing regular infantry. This is not how I intended the game to play - in fact, I would have preferred to have had Infantry be the main type of units built, with everything else built in relative moderation.
I would, but that pesky 31 civ limit kinda gets in the way! Djibouti is represented on the map, though, as a NATO-held city.Maiden666 said:Looks awesome!!!!
I know this is ridiculous and totally not serious... but you should add Djibouti!
I think I'll test with 2) and the population, and if that doesn't work out, then I'll definitely go with unit-spawning wonders!
I would, but that pesky 31 civ limit kinda gets in the way! Djibouti is represented on the map, though, as a NATO-held city.
The map I'm using is a cropped version of the map found here:
http://forums.civfanatics.com/showthread.php?t=29279
The TETurkhan 2.0 (365x365) one, to be precise
(And besides which, although I know what era 1 currently revolves around and what era 2 will revolve around, but I've come up with a bit of a headache on how to make the 70s and 80s different).
However, I won't do this until after I get something playable out.
So, thoughts?
The colonial powers are represented through units pre-placed in cities (and in Katanga, just outside of cities under rebel control, too!). They are also represented through the "Colonial State" government which most civs start under.IMHO, you need the Colonial Powers (especially Portugal, Belgium, and France - '50s onward, yes?) and CUBANS. Mercenaries and UN troops should be attached to specific Civs, and brought in and leave play through Techs.
I've got many victory locations dotted around the map, intended to stir up trouble over prized regionsIdeas: VP locations = oil fields (e.g., Cabinda).
I could, but it doesn't sound too enticing for the player to research! Get too advanced, and your aid gets cut! I'll have to think about it.'70s and '80s can be differentiated by diminishing Cuban and Soviet aid, as well as the overthrow of Rhodesia and de facto cutting off of aid to South Africa.
Yeah, Kleptocracy is going to be a government in era 2, available to most Autocratic Western-aligned powers.Government type: Kleptocracy (Nigeria).