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Civ Discussion - Aksum

I think the gold issue could be improved with increased unit maintenance. both as a base
(instead of 0-1-2. 2-3-4, 4-5-6 it could be 0-1-2, 2-4-6, 6-9-12 (base maint modifiers would have to be per age))
And as a % bonus
Military units > 5 tiles from a friendly settlement: +50%
Military units in enemy territory or adjacent to enemy unit: +50%
+100% if it get both of the above categories

enemy meaning at war

So modern units could cost 30+ gold per turn in an active war.
 
I hate unique trade ships, you just don't know what kind of bonus they give.

I did one game, and the Hawilt was good. Especially since I had one city that got Serpent Mound, and I had a ring of Hawilts around a volcano. Spend a lot to repair them all, but those were some spicy tiles.

Their traditions were solid. The culture on resources was nice to keep around in the future, and bonus gold never hurts. Otherwise, there wasn't too too much special about them, and I didn't really use their boats to the fullest.
 
I think they are a pretty middle of the ground civ and fairly well balanced.

I agree the lack of settlement cap is a drag, but I don't mind the civs being different from each other and some having less... But yeah they probably need a little buff somewhere to help make up for it.
 
I feel like one less settlement cap is a huge downside, especially since it makes even more difficult to get 9 points in the military legacy path, which often translates in effectively losing 2 settlement cap in exploration (because you can’t unlock the fealty legacy card).
 
I feel like one less settlement cap is a huge downside, especially since it makes even more difficult to get 9 points in the military legacy path, which often translates in effectively losing 2 settlement cap in exploration (because you can’t unlock the fealty legacy card).
I think settlement cap is backwards - you should get bonuses while under the cap, rather than penalties for going over.

Otherwise everyone is going to want to be at the cap at all times and the cap becomes a proxy for your strength. And I concede that this type of thing is really tricky to do well in 4X. (Not trying to come off as a critic, there's plenty of that on the forum already.) And it leads to breakpoints like with Fealty.
 
I think settlement cap is backwards - you should get bonuses while under the cap, rather than penalties for going over.

Otherwise everyone is going to want to be at the cap at all times and the cap becomes a proxy for your strength. And I concede that this type of thing is really tricky to do well in 4X. (Not trying to come off as a critic, there's plenty of that on the forum already.) And it leads to breakpoints like with Fealty.

I have literally never had a game where I didn't take Fealty. Even my first one, settlement limit was just obviously that powerful.
 
I find it weird that yall are obsessed with settlement cap. Im usually at or near cap in Ant but half way thru Exp I'm done expanding and usually sit around 10-12 for the rest of the game. Maybe 1 or 2 during Modern to grab a resource I need.
 
I find it weird that yall are obsessed with settlement cap. Im usually at or near cap in Ant but half way thru Exp I'm done expanding and usually sit around 10-12 for the rest of the game. Maybe 1 or 2 during Modern to grab a resource I need.

I just finished exploration with 27/24 settlements (four of those were razing) and nobody could begin to challenge me. I haven't learned exactly how to get the 40 turn modern military victories yet but if I did this would be perfect. I have 12 full army commanders and four full naval commanders at the beginning of the age. Instead I'm going to go for my first and probably last domination win.
 
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