cracker
Gil Favor's Sidekick
I have been testing the impact of the V1.21 patch on artillery bombardment and also testing some simple fixes to try and correct bugs with armies that Firaxis has been slow to move on.
While testing the features, I have discovered a really fun early game play that I thought I would share.
I have attached a zipped scenario file to this post that anyone should be able to load and play with V1.21 to demonstrate and test some of the key features of Air units, Artillery, and Armies even in the Ancient age. The map is a tiny map with you plus 3 other civs. I'll give you a big hint about the map in a later post to this thread.
The key changes involve making fighters and bombers available for all civs to build right at the start of the game. Fighters have a 20 shield cost for you and on Monarch level they will cost 18 shields for the AI's. The fighter range is increased to 6 to give them some value. The bomber cost is 30 shields for you and 27 shields for AI's on Monarch. The range is also increased to 8. Both of these units have been updated to allow for "Lethal Bombardment of land and sea units".
The helicopter unit is also available very early to use as a potential transport instead of galley's and its capacity has been increased to 2 instead of the relatively worthless 1 as in the standard release.
Catapults, Cannons, and Artillery are also available much earlier based on a simple tech progression that includes Bronze working. Warrior code, and Iron. The costs have been reduced to the 20-30 sheild range and lethal bombardment is enabled for all civs. Other than timing and cost with the added lethality flag, these units are left with the power factors as defined by standard Firaxis.
The final change to let you experience things at a different level effects the availability of armies. The Military Academy has been renamed to the "Army Factor" and is fairly cheep to build early with a single happy bonus. It should substitute into the game in place of an early temple in a city of your choice. The Army Factory is enabled even without a victorious army so that all civs can build it early and from any start location. The cost of Armies is also reduced down to 30 shields to let you build them earlier. The armies have also been updated to let them functions a one Military Police unit to help them function in the early game as well as against any Culture Flipping powers in captured cities if you get to that point. Just for grins, you can build armies that look like ICBMs also.
A key point in these changes is that these are just standard flag changes to help you test and experiment with the units and are not really a Mod so to speak. Even though you have the ability to build fighters and bombers right away, these priorities compete other essential priorities of initial expansion, food, ground defense, and minimal culture.
The file was primarily to test the functioning of the Lethal Bombardment as released by Firaxis and also to test the suggestion to fix the lack of culture suppression power currently in Armies
But as a big surprise it is very revealing about the relatively worthless power of fighter aircraft and catapults even with lethal bombardment capabilities. If you asked the question of "What impact would fighter aircraft have on Barbarians, Warriors, and Spearman?" I bet 99% of the repondents would get the answer wrong.
My suggestion is to initiate the map choosing yourself as the Iroquois and let the file generate random opponents for you. Even choosing very aggressive opponents is lots of fun.
Try it an enjoy it.
... cracker ...
While testing the features, I have discovered a really fun early game play that I thought I would share.
I have attached a zipped scenario file to this post that anyone should be able to load and play with V1.21 to demonstrate and test some of the key features of Air units, Artillery, and Armies even in the Ancient age. The map is a tiny map with you plus 3 other civs. I'll give you a big hint about the map in a later post to this thread.
The key changes involve making fighters and bombers available for all civs to build right at the start of the game. Fighters have a 20 shield cost for you and on Monarch level they will cost 18 shields for the AI's. The fighter range is increased to 6 to give them some value. The bomber cost is 30 shields for you and 27 shields for AI's on Monarch. The range is also increased to 8. Both of these units have been updated to allow for "Lethal Bombardment of land and sea units".
The helicopter unit is also available very early to use as a potential transport instead of galley's and its capacity has been increased to 2 instead of the relatively worthless 1 as in the standard release.
Catapults, Cannons, and Artillery are also available much earlier based on a simple tech progression that includes Bronze working. Warrior code, and Iron. The costs have been reduced to the 20-30 sheild range and lethal bombardment is enabled for all civs. Other than timing and cost with the added lethality flag, these units are left with the power factors as defined by standard Firaxis.
The final change to let you experience things at a different level effects the availability of armies. The Military Academy has been renamed to the "Army Factor" and is fairly cheep to build early with a single happy bonus. It should substitute into the game in place of an early temple in a city of your choice. The Army Factory is enabled even without a victorious army so that all civs can build it early and from any start location. The cost of Armies is also reduced down to 30 shields to let you build them earlier. The armies have also been updated to let them functions a one Military Police unit to help them function in the early game as well as against any Culture Flipping powers in captured cities if you get to that point. Just for grins, you can build armies that look like ICBMs also.
A key point in these changes is that these are just standard flag changes to help you test and experiment with the units and are not really a Mod so to speak. Even though you have the ability to build fighters and bombers right away, these priorities compete other essential priorities of initial expansion, food, ground defense, and minimal culture.
The file was primarily to test the functioning of the Lethal Bombardment as released by Firaxis and also to test the suggestion to fix the lack of culture suppression power currently in Armies
But as a big surprise it is very revealing about the relatively worthless power of fighter aircraft and catapults even with lethal bombardment capabilities. If you asked the question of "What impact would fighter aircraft have on Barbarians, Warriors, and Spearman?" I bet 99% of the repondents would get the answer wrong.
My suggestion is to initiate the map choosing yourself as the Iroquois and let the file generate random opponents for you. Even choosing very aggressive opponents is lots of fun.
Try it an enjoy it.
... cracker ...