JosEPh_II
TBS WarLord
So what do you plan to do for all of Sparth's Culture units?( Most of which have a 15 limit. A few have less.) Destroy his whole addition to the mod? Because if you are in favor of getting rid of National Limits and making All units Unlimited then his work is made void and a waste of file space in the game. I'll just make an army of Coyote Runners in early Ancient and clear the map of all resistance ie other empires. Why don't we all just get more silly.From one side of this argument, I can see how we would need to make an entire unit definition split with the replacement system for arsonists if we're going to use this sort of unit.
The reason it is allowed to be unlimited in this option is because it's logically unsound to limit this sort of military application. The individuals that make up the unit are not unique and hard to find types of people (which is the reason that Warlord units are still limited despite the unlimited national units option) and they don't currently have the exponential increasing cost factor and 'only one civ gets them' factor of unique cultural units. They are just an imbalanced unit and that's why they need a limit. AKA, bad design is the reason they need to be limited.
That said, I felt National Limits in most cases WAS bad design and was better addressed by more organic limitations where they apply. Thus the reason for the option No National Unit Limits. However, this particular unit would really need to be redesigned between the two options at this point. This way both sides of this argument could have their way on the matter. On the National Limits side, they would need to be given an exponential cost increase if the limit was to be so large as 20 and their stats keep them at an era of combat ahead of the game as they currently are. On the non-limits side, I'd like to take the bombard ability down to 2%, reduce their strength to 6, and their city attack to 10%. This would reintroduce some balance so that they aren't outshining every single unit normally intended for the role of city capture and so that they fit into the picture as a part of the fabric of the makeup of a good invasion army, rather than being a super unit. They would retain the 'a little bit of everything' aspect, including their unique ability to take the edge off of the city defenses enough for rams to have a fighting chance, but if they were used without rams you'd be sitting there for a LONG time trying to do the damage you need to make a difference.
There are some other rebalancing points to go after on other units as well but those adjustments would be a patch at least. Nothing I'm doing before the release though.
@Anq: Thanks for your overview. I think I could work it out from that. When you go to merge the branch, what happens when there are conflicts? You gotta go through the massive headache of deep comparisons at that point I imagine?
And in the same vein of reasoning then Heroes should be Unlimited (multiples of the same Hero) and available to all as well. Then we won't need the base units at all. We can All play with Heroes!
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