AND2 Balance Thread

Sgtslick

Emperor
Joined
Mar 15, 2002
Messages
1,704
Location
Melbourne
Balance Concerns:

Mention any balance concerns you have.

I'll start with the unit Immortal, the Persian UU. Advantages over the standard chariot - it requires only animal husbandry not chariotry, it costs 20 hammers not 25, it receives defensive bonuses, it gets +50% vs archers, I think it may have +1 possible first strikes too can't remember. Overall its simply too good and I think it shouldn't receive defensive bonuses or the cost should go up.
 
I would like to see a optional mechanic in place that reduces the research cost of a technology for every civ that has researched it. Call it the middle ground between tech diffusion and tech trading. This likely wasn't what you meant for this thread but there it is anyways :D
 
I've noticed that scientific civs have a tendency to almost always dominate in the games I've been playing.
 
Balancing is a very delicate matter; I'm constantly addressing it but every change in the game core or xml files almost certainly will throw some aspects of the game out of balance. I'm currently testing some approximate balance that hopefully will work good enough with the new dll I'm uploading very soon. More balancing will follow, but we'll probably have to rebalance everything again once the new tech tree / buildings / units are ready.
Not to mention that different settings will affect the game in terms of balancing too. :)
 
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