Just an idea
Warlord
- Joined
- Jun 6, 2016
- Messages
- 108
POLYNESIA
UU: Waka
Cheaper Galley with less Strength and Cargo space, two extra movement and ability to create Fishing Boats. Since Polynesia doesn't have to worry about combat lesser Strength and inability to ferry defenders with Settlers don't hurt. Polynesian ships have to Travel quite a distance so extra movement is good. Ability to create Fishing Boats is helpful especially because Waka are cheaper than Work Boats. They can't make Whaling Boats so they don't completely replace Work Boats.
UB: Mala'e
Monument with +2
and Artist slot. Useful for pushing cultural borders so ocean can be crossed.
UP: Power of Navigation
Cultural expansion on ocean tiles is faster. UHV is probably not doable without this. However its difficult to say how much impact it has since there is little to compare it to.
UHVs
1. Settle two of the following island groups by 800 AD: Hawaii, New Zealand, Marquesas, Easter Island
2. Settle Hawaii, New Zealand, Marquesas and Easter Island by 1000 AD
3. Build the Moai Statues by 1200 AD
Overall Polynesia game is pretty chill puzzle game, where all unique aspects of civilization work together quite well. Something I noticed was that in most games China made contact with Polynesia after discovering Compass. After that it was possible to trade resources with China. Not sure if this is intended.
ROME
UU: Legion and Ballista
Ballista is Catapult with +2
and no city attack bonus. Its not a weak unit, but I didn't find much use for them. Reason for that is how powerful other UU is.
Legion is slightly more expensive Swordsman with +2
. They can also build Roman Roads (Roads with extra
on Masonry instead of Engineering). This unit is basically cheaper Heavy Swordsman that's available with Bloomery. There is little reason to use anything else. Part of the problem are new spawn mechanics. Since most of the areas Rome is required to conquer are part of Roman expansion zone, Legions have high withdrawal chance when attacking and thus don't need support of siege weapons. I don't think that dropping Legions' strength to 7 would be unreasonable.
Road building ability wasn't that useful. By the time Legions have time to be building roads Rome has discovered Engineering and Roman roads offer little advantage. If overall road movement is increased with larger map, I think Roman roads should retain edge over normal roads until late Medieval or early Renaissance era. In my opinion Roman roads should also be buildable by Roman Workers, and thus be part of Roman UP rather than UU.
UB: Forum
Market with +25%
and 2 Stateman slots. I built these since UHV requires them, but Rome doesn't care enough about GP that bonus would make noticeable difference, and Merchants are probably best type of specialist to be running. Forum doesn't give much benefit over regular Market.
UP: Power of Infrastructure
+30%
towards buildings that already exist in capital. Quite helpful especially for building goal. Benefits greatly from advanced start points allowing Rome to start with buildings. Between that end Expansion area I think Rome might be overall biggest benefactor of new spawn mechanics.
UHVs
1. Build 6 Barracks, 5 Aqueducts, 4 Arenas and 3 Forums by 100 AD
2. Control the entire historical area of the Roman Empire in 320 AD
3. Be the first to discover Architecture, Politics, Scholarship, Machinery and Civil Service
These were actually easier than I expected. Might be combination of playing on Epic speed and new spawn mechanics. Weird thing is that controlling area of Roman Empire doesn't actually require you to control Levant.
One last thing about Romans. Wonder Aqua Appia gives +2
in all cities. Since Rome has plenty of Health resources and wants to keep its non-core cities quite small, Aqua Appia doesn't really benefit Romans. I think cool effect would be something that would reward you for building Aqueducts, like bonus in its city for each Aqueduct controlled (+1
per Aqueduct would probably get out of hand, maybe something like +1
per Aqueduct.) or probably harder to implement reduction in city maintanance equal to city's food storage capacity. This would give Romans reason to build Aqueducts and Granaries in their periphery.
MAYA
UU: Holkan
Skirmisher with -1
and better withdrawal chance. Available with Smelting and can enter Rainforest and Jungle. Give food to nearest city on victory. 50% withdrawal chance is very strong and since it mostly faces other Holkans reduced strength doesn't hurt too badly.
UB: Ball Court
Cheaper Arena that's available with Calendar and gives +2XP to Melee and Archery units. Happiness gained from cheaper Arenas is very useful with how much food Maya UU and UP generate. Extra XP allows Archery units to start with 2 promotions which is a big help. Bonus XP for Melee units is mostly flavor since Militias aren't beating anything in combat promotions or not.
UP: Power of Long Count
Discovering techs gives extra food before Medieval era. Getting bonus food for doing something you already want to be doing is quite helpful.
UHVs
1. Discover Calendar by 200 AD
2. Build the Temple of Kukulkan by 900 AD
3. Make contact with a European civilization before they discover America
Two first conditions are difficulty wise quite nice. They're pressing enough that one can't just forget them, but still leave bit of wiggle room on Regent. Third UHV is the problem.
Its technically doable by sending unit to Greenland to make contact with European ships when they're exploring waters around Iceland. Such strategy feels like a cheap exploit and shouldn't be required on Regent difficulty.
Sending Caravel to Europe before Euros discover America might be possible on Regent but that would require getting very lucky with Wonders and goodie huts. For me getting Caravel to Europe is manageable around 1450 AD, assuming I don't get hit by conquerors or plague before that. I don't know if this is issue with just slower game speeds (I play on Epic), but Old Worlds tech speed on Medieval era seems too fast. Reformation happens usually around 1300 AD and first Europeans discover America usually between 1350 AD and 1370 AD. Sometimes if Arabia or Persia are doing well they might get there even earlier.
Even if Europe's teching gets slowed down I think 3rd goal should be changed. From 3000BC to 1400AD is a long time and there is no change for player to play around variance in whats happening in Europe. I think giving discovering Europe a static deadline or complete new goal are better options.
UU: Waka
Cheaper Galley with less Strength and Cargo space, two extra movement and ability to create Fishing Boats. Since Polynesia doesn't have to worry about combat lesser Strength and inability to ferry defenders with Settlers don't hurt. Polynesian ships have to Travel quite a distance so extra movement is good. Ability to create Fishing Boats is helpful especially because Waka are cheaper than Work Boats. They can't make Whaling Boats so they don't completely replace Work Boats.
UB: Mala'e
Monument with +2

UP: Power of Navigation
Cultural expansion on ocean tiles is faster. UHV is probably not doable without this. However its difficult to say how much impact it has since there is little to compare it to.
UHVs
1. Settle two of the following island groups by 800 AD: Hawaii, New Zealand, Marquesas, Easter Island
2. Settle Hawaii, New Zealand, Marquesas and Easter Island by 1000 AD
3. Build the Moai Statues by 1200 AD
Overall Polynesia game is pretty chill puzzle game, where all unique aspects of civilization work together quite well. Something I noticed was that in most games China made contact with Polynesia after discovering Compass. After that it was possible to trade resources with China. Not sure if this is intended.
ROME
UU: Legion and Ballista
Ballista is Catapult with +2

Legion is slightly more expensive Swordsman with +2


Road building ability wasn't that useful. By the time Legions have time to be building roads Rome has discovered Engineering and Roman roads offer little advantage. If overall road movement is increased with larger map, I think Roman roads should retain edge over normal roads until late Medieval or early Renaissance era. In my opinion Roman roads should also be buildable by Roman Workers, and thus be part of Roman UP rather than UU.
UB: Forum
Market with +25%

UP: Power of Infrastructure
+30%

UHVs
1. Build 6 Barracks, 5 Aqueducts, 4 Arenas and 3 Forums by 100 AD
2. Control the entire historical area of the Roman Empire in 320 AD
3. Be the first to discover Architecture, Politics, Scholarship, Machinery and Civil Service
These were actually easier than I expected. Might be combination of playing on Epic speed and new spawn mechanics. Weird thing is that controlling area of Roman Empire doesn't actually require you to control Levant.
One last thing about Romans. Wonder Aqua Appia gives +2



MAYA
UU: Holkan
Skirmisher with -1

UB: Ball Court
Cheaper Arena that's available with Calendar and gives +2XP to Melee and Archery units. Happiness gained from cheaper Arenas is very useful with how much food Maya UU and UP generate. Extra XP allows Archery units to start with 2 promotions which is a big help. Bonus XP for Melee units is mostly flavor since Militias aren't beating anything in combat promotions or not.
UP: Power of Long Count
Discovering techs gives extra food before Medieval era. Getting bonus food for doing something you already want to be doing is quite helpful.
UHVs
1. Discover Calendar by 200 AD
2. Build the Temple of Kukulkan by 900 AD
3. Make contact with a European civilization before they discover America
Two first conditions are difficulty wise quite nice. They're pressing enough that one can't just forget them, but still leave bit of wiggle room on Regent. Third UHV is the problem.
Its technically doable by sending unit to Greenland to make contact with European ships when they're exploring waters around Iceland. Such strategy feels like a cheap exploit and shouldn't be required on Regent difficulty.
Sending Caravel to Europe before Euros discover America might be possible on Regent but that would require getting very lucky with Wonders and goodie huts. For me getting Caravel to Europe is manageable around 1450 AD, assuming I don't get hit by conquerors or plague before that. I don't know if this is issue with just slower game speeds (I play on Epic), but Old Worlds tech speed on Medieval era seems too fast. Reformation happens usually around 1300 AD and first Europeans discover America usually between 1350 AD and 1370 AD. Sometimes if Arabia or Persia are doing well they might get there even earlier.
Even if Europe's teching gets slowed down I think 3rd goal should be changed. From 3000BC to 1400AD is a long time and there is no change for player to play around variance in whats happening in Europe. I think giving discovering Europe a static deadline or complete new goal are better options.