[GEM v1.9.1] Byzantine's got no Dromons

mitsho

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Nov 3, 2003
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When playing the Byzantines, I can neither build a Trireme nor a Dromon which kinda defeats playing them ;)

Other mods running are Randomized City Names, a few single wonder mods, Info Addict, More Mercantile CS Luxuries and R.E.D.s units. Hmm, maybe I should try without them first :lol:
 
I wasn't sure wether it's my problem or not and after I didn't find it in the code myself, I just posted ;)

Btw. as we're on topic of Leaders, the Carthaginians were screwed up with the Harbour/Lighthouse/Warehouse change since before they got a free harbour = Free Trade Route and Production (right?) and now they get the Lighthouse (renamed into Harbor) = Free Food.

I suggest changing them back to Free Trade Routes, though that might be a bit less? (Or was that intended?)

EDIT: I know this should go into a various small bug lists, but before I forget it, I put it here and it's really a small thing:

The :c5faith: display in the upper bar shows the turn numbers till your next pantheon or Great Prophet. If however you cannot found a religion anymore (since all have been founded), the turn number changes into something like "INF" or a math equation, since it correctly would take infinite turns until you can pop a Great Prophet. Can one simply strike that disply in this case?
 
Is it a buff?
I think the free trade routes is more flavorful and maybe more valuable.

Carthage was a classical-era coastal mercantile empire, and I think that is better replicated by the trade routes than by the food.

What I liked about the vanilla Carthage is that you could expand around the coast of a Mediterranean type region and never need to build roads to link up cities, as well as getting the economy boosts (and happiness boosts with Liberty) of trade route connection.
This feature is lost (or at least drastically weakened) in the current version, because the trade route building isn't available until a significant way into the tech tree, and you really need to get trade routes up and running before then from an economy perspective.

I would tend to change the ability so that it grants free trade-routes once more, I think that would be more fun.

I also wonder whether coastal cities are becoming too good for growth too early, and if swapping the buildings or their effects again such that the earlier building gives trade routes and later building gives food might be better.
The coastal-trade route building should allow you to skip building roads without suffering too much in terms of losing trade route access. At the moment I find that it comes a bit late.
 
I second Ahriman. I don't follow how it's a buff either. "Free" trade routes are way more valuable than "free" food in the early to mid game in most circumstances.
 
I would tend to change the ability so that it grants free trade-routes once more, I think that would be more fun.

I'd be okay with this. I started a leaders thread so we can discuss changes like this.
 
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