Phoenician
Tiberium Warrior
please don't add settlers and limit pop growth.
That would severely nerf philosophical and imperialistic.
I am best at doing specialist economy, so if you limit growth you are really going to ruin my enjoyment of the game. I like to starve pop down with specialists and such.
It's my game style.
I would leave specialists alone, i.e. don't change an engineer to whatever.
but change the names of the great people.
I don't like the idea of starting with a worker either-we want to make this game challenging.
If someone wants to start with a worker and setller etc.--they can always do advanced start on their own.
But it annoys me that there currently no scout unit at the start.
Everything with speed is mathematically correct and balance--if Adjica doesnt like Mahdi speed, he should play a faster speed or do advanced start-but don't change the whole balance of the game due to taste.
He has a point about having access to say Sand APC a little earlier. It took me a long time to get some apc just so I can transport my army to Harkonnen Island next to me. I could have used the hoover transport but it is really weak, slow, and doesnt carry that much units. Either , either buff hoover (hover) transport or make sand apc available earlier. Like I said, sand apc needs a movement buff, it's too slow. Give it +2 movement.
I also don't like the idea of limiting a unit to only cities that have that resource. The units are already expensive as it is.
It would be nice to have access to Thopters in the middle ages as opposed to the renaissance.
The techs were too cheap on the slowest speeds which led to your army being obsolete too fast.
The whole point of playing slower speeds is to extend the life of your army.
You played a game for 150 turns--on a slow speed that is nothing.
Either play a faster speed or go advanced start-don't ruin the whole balance of the game because
you were bored for 150 turns and quit after that. It's a slow speed-it's supposed to do that.
And the barbs should have kept you busy, unless you got lucky or turned barbs off.
Keldath, we need worms in this game. Since our friend Melinko has disappeared.--add worms as a barb unit as I said before.
Perhaps there should be two types of sandworm--one that roams -land-desert and another that roams sandsea.
Don't allow them to pillage as that would be annoying to fend off an invincable unit.
Make the worms like animals-they cant enter your borders. Make them slow-but really powerful -like 200 strength or some ridiculous number so you cant kill them. Cause collateral damage but cant kill--just like artillery.
That would severely nerf philosophical and imperialistic.
I am best at doing specialist economy, so if you limit growth you are really going to ruin my enjoyment of the game. I like to starve pop down with specialists and such.
It's my game style.
I would leave specialists alone, i.e. don't change an engineer to whatever.
but change the names of the great people.
I don't like the idea of starting with a worker either-we want to make this game challenging.
If someone wants to start with a worker and setller etc.--they can always do advanced start on their own.
But it annoys me that there currently no scout unit at the start.
Everything with speed is mathematically correct and balance--if Adjica doesnt like Mahdi speed, he should play a faster speed or do advanced start-but don't change the whole balance of the game due to taste.
He has a point about having access to say Sand APC a little earlier. It took me a long time to get some apc just so I can transport my army to Harkonnen Island next to me. I could have used the hoover transport but it is really weak, slow, and doesnt carry that much units. Either , either buff hoover (hover) transport or make sand apc available earlier. Like I said, sand apc needs a movement buff, it's too slow. Give it +2 movement.
I also don't like the idea of limiting a unit to only cities that have that resource. The units are already expensive as it is.
It would be nice to have access to Thopters in the middle ages as opposed to the renaissance.
Did you play the game when the balance was all messed up?Perhaps also reduce the cost of early techs and add in some buildings.
The techs were too cheap on the slowest speeds which led to your army being obsolete too fast.
The whole point of playing slower speeds is to extend the life of your army.
You played a game for 150 turns--on a slow speed that is nothing.
Either play a faster speed or go advanced start-don't ruin the whole balance of the game because
you were bored for 150 turns and quit after that. It's a slow speed-it's supposed to do that.
And the barbs should have kept you busy, unless you got lucky or turned barbs off.
Keldath, we need worms in this game. Since our friend Melinko has disappeared.--add worms as a barb unit as I said before.
Perhaps there should be two types of sandworm--one that roams -land-desert and another that roams sandsea.
Don't allow them to pillage as that would be annoying to fend off an invincable unit.
Make the worms like animals-they cant enter your borders. Make them slow-but really powerful -like 200 strength or some ridiculous number so you cant kill them. Cause collateral damage but cant kill--just like artillery.