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To defeat them, you had to use strategy, such as Scipio Africanous did V's Hannibal in the Siege of Carthage.

Actually Scipio Africanus never sieged Carthage. He won the battle at Zama, but it was Scipio Aemilianus (his grandson by adoption) who sieged and razed Carthage about 50 years later. :)
 
Personally, I wish there's a way to add in new "map grid" like the game Disciples so there can be turn based tactical combat.
I'm aware that it isn't doable for technical reasons. That's why I'm wishing ;).
 
Personally, I wish there's a way to add in new "map grid" like the game Disciples so there can be turn based tactical combat.
I'm aware that it isn't doable for technical reasons. That's why I'm wishing ;).

You are not alone with that. I grew up on Heroes of Might and Magic. :)

However I know it is not only non-doable, but would be counter productive. Even in HoMM one got bored with the tiny little meaningless battles quickly.
 
You are not alone with that. I grew up on Heroes of Might and Magic. :)

However I know it is not only non-doable, but would be counter productive. Even in HoMM one got bored with the tiny little meaningless battles quickly.

Lol, yeah. Especially if I play with eternity speed. It was just a wish and not really a fervent one.

It'd be more appropriate to say that I wish that the stack combat logic was more developed than it is currently.
 
Well, since I'm the one responsible for the Elephant units, I'm going to state exactly why they are at the strength they are and why I'm not going to change them.

  • Elephants need to be strong because that is really the only thing they are capable of. Elephants cannot move speed 2 (like horse cavalry), get defensive bonuses (for mounted units, that's restricted to the mobile defense line), or bombard city defenses, so that leaves attack strength as the one thing they need to have, or there is no point in building them at all.
  • Likewise, Elephants need to have a good strength to stay relevant throughout their lifespan. I originally had Elephant Bombardiers at Strength 20 so they would have a chance against Musketmen. I was convinced that was too strong and lowered them to 16.
  • Pikes are the wrong counter unit for the Elephant Bombardier, and in fact for any gunpowder cavalry. I think tech diffusion is doing an excellent job of keeping tech equalized across all players, so by the time some players get Gunpowder, it spreads to everyone, and Matchlock is only one tech away (the other prerequisite for Matchlock is Clockworks, which is a Medieval Era tech and pretty cheap by the Renaissance).
  • I don't think it is necessarily a bad thing to occasionally have the pendulum swing back and forth between attack and defense. The early eras have it very hard to rush another player; my usual early wars start once I get Siege Warfare and Smithing and can build/upgrade Swordsmen and Catapults. Then the pendulum swings back to defense once the AIs get Feudalism and Longbows, swinging back to attack again once I get Armor Crafting and Heavy Swordsmen, but not nearly as far.
  • Also, I think that having some "sticks" to occasionally prod the player towards military techs is a good thing as well. It's hard to weave some of the techs on the tree together as tightly as I would like without being heavy-handed about it, so it doesn't bother me to give players some reason to stay equalized across the columns instead of beelining down a row.

One thing that I do want to do, and I've mentioned this once before, is to kick down the requirements for Formation/Charge/Ambush promotions from requiring Combat or Drill II to just Combat or Drill I. This would allow getting anti-mounted Arquebusiers faster.

I would note I never suggested the elephants get changed... I think they are fine the way they are. Just feel like Pikemen should get to upgrade to Arquebusiers at Matchlock instead of having to wait till Flintlock to upgrade to Musketmen.
 
Revision 763

Show actual maintenance savings or costs of gold per turn in civics screen
 
Well, since I'm the one responsible for the Elephant units, I'm going to state exactly why they are at the strength they are and why I'm not going to change them.

I agree 100%. I don't think Elephant units are unbalanced in the slightest. I would be against any change to them.
 
As a BTW, Insurance tech was removed in one of the recent builds. Were we going to remove Stock Brokering and Derivatives as well? I would totally be in favor of removing them.
 
As a BTW, Insurance tech was removed in one of the recent builds. Were we going to remove Stock Brokering and Derivatives as well? I would totally be in favor of removing them.

That was my plan.
 
Revision 765

  • Rebalance tailor shop and textile mill
  • Remove -1 trade routes from barbwire fence
  • Fix bug in multiple production with overflow
 
I wonder if there's a reason why under BUG options, RevDCM, many options about Barbarian Civs, Tech Diffusion and others are only visible in cheat mode. I know we're talking about reducing options available so I won't suggest making them always visible, but I guess many people dont' even know they can change these parameters even if they don't know how to tweak xml files.
 
45°, could you post a screenshot to view what options you are talking about? Im very interested about them, because i still couldnt find my perfect settings about Barb civs and its a feature that i really like.
 
45°, could you post a screenshot to view what options you are talking about? Im very interested about them, because i still couldnt find my perfect settings about Barb civs and its a feature that i really like.

There's a lot of them, they can't fit in a single screenshot. Just enable cheatcode in civilization.ini (type "chipotle") and they'll become visible in BUG --> RevDCM.
 
45°38'N-13°47'E;13355494 said:
I wonder if there's a reason why under BUG options, RevDCM, many options about Barbarian Civs, Tech Diffusion and others are only visible in cheat mode. I know we're talking about reducing options available so I won't suggest making them always visible, but I guess many people dont' even know they can change these parameters even if they don't know how to tweak xml files.

I'm not sure why but I already have maybe 8 to 10 available without applying a cheat mode???

Buck
 
Revision 767

  • Fix wonder limits
  • New government civics
  • Tweak tech diffusion rates

The government civics are still very much open to change and discussion, do not take these balancing changes as final.
 
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