Txurce
Deity
@Txurce
What if we have territorial distribution with more of a random factor, half and half? Limited territorial resources are a vital part of making strategic units a small elite part of combined arms forces. I think the base game gives everyone too many resources.
Something like that would work for me. I like having to make contingency plans a certain fraction of the time - it doesn't have to be all of the time. The base game does give too many resources, although I don't find it militarily unbalancing so much as financially beneficial. They become trade opportunities - an aspect of the game which has been improved, as the AI won't automatically buy strategics.
Capturing cities in the ancient era is too exploitable against AIs. If that's possible, I'd like to change it. If Archery is too important for early city defense we could reduce it by making walls or basic city defense better. It should be spread around multiple avenues of defense instead of concentrated in one area.
Your view may well be affected by not having played much, but walls are already very strong, and the AI often uses massive, sustained attacks. Walls are actually more important than archery, but archery is often critical... and I'm missing what this has to do with buffing Archery by adding Camps to it.
If certain pantheon beliefs like Messenger of the Gods are too ICS-friendly, the best solution is to fix those beliefs, not change unrelated parts of the game. Please keep in mind the +1 on villages goes together with -1 per population in cities. Overall research is somewhat lower. Late villages bother me because it makes improvement selection too simplistic... we only have one choice for most types of terrain! I do not like gold poor early games, either. It's one of the things I strongly disagree with in G&K. It limits gameplay too much. I prefer going in the other direction with more gold in the early game to increase our options.
I think this could be argued both ways, meaning you could alternately fix the VEM version of Villages and "not change unrelated parts of the game." I do understand both the upside and personal preferences behind the mod approach. I'm pointing out that it affects a lot of the game, from its evolutionary feel, to science and ICS, to the size of early armies, and rush buying in general. Again, each of these arguable problems could be addressed individually... or the mod approach to Villages could. It's a big example of the "what's our base" question, which is why I used it .