Txurce
Deity
This discussion begins with the question of resources. I think they should be available enough to make every starting position viable, but in unequal enough proportions to generate early-game strategic decisions. In my opinion tiebreakers should go for variety rather than equality, just because its more fun and more traditionally Civ-like.
For example, the way coal is presently distributed seems perfect to me so far: choice as to what city gets it, variety as to how many. More equal distribution would lead to the logical extreme of eliminating coal altogether, since it would become effectively irrelevant. (You would just raise factory hammer cost and maintenance.) I dont think many of us would want that. Similarly, I like the idea of uranium being limited enough to have to choose between equally desirable peaceful or hostile use.
Following this tack, I much prefer having to go with horses instead of swords or vice versa due to terrain, rather than being guaranteed a perfectly balanced core army in every game.
Given the welcome overall reduction of iron and the strength of cities, siege units should be resource free. This will create more flow in the game, especially for the AI.
I dont consider archers and spears useless. Archers are good defensive units in the early game, and spears can take cities, especially with buffed catapults. Neither of these uses are remotely optimal, but they should be desirable options due to either resource unavailability or just going for quantity over quality. Again, quantity vs quality (or resource vs resourceless) should be a legitimate circumstantial decision, rather than a no-brainer in favor of the resource units. Given that, I lean toward making spears and archers cheap but weak.
Having horses be somewhere between spears and warriors in effectiveness vs cities seems conceptually right to me. Knights and crossbows should seemingly have equivalent adjustments to their antecedents. And I noted back in my English game that never mind the manufacturing plant - the longbowman was out of control.
Following along the choice-always line, I love the idea of a siege promotion coming early, so as to choose between anti-city and anti-personnel. But take care not to make the siege promo too powerful, or there wont be much choice at all.
And on a tangent, the reason gunpowder units are range rather than melee is that battlefields proportions changed with their arrival in that they remained closest-to-the-front hence, melee.
Finally, MI being slowed to 3 and not being nearly as powerful as modern armor seems essential to justify it being resourceless.
For example, the way coal is presently distributed seems perfect to me so far: choice as to what city gets it, variety as to how many. More equal distribution would lead to the logical extreme of eliminating coal altogether, since it would become effectively irrelevant. (You would just raise factory hammer cost and maintenance.) I dont think many of us would want that. Similarly, I like the idea of uranium being limited enough to have to choose between equally desirable peaceful or hostile use.
Following this tack, I much prefer having to go with horses instead of swords or vice versa due to terrain, rather than being guaranteed a perfectly balanced core army in every game.
Given the welcome overall reduction of iron and the strength of cities, siege units should be resource free. This will create more flow in the game, especially for the AI.
I dont consider archers and spears useless. Archers are good defensive units in the early game, and spears can take cities, especially with buffed catapults. Neither of these uses are remotely optimal, but they should be desirable options due to either resource unavailability or just going for quantity over quality. Again, quantity vs quality (or resource vs resourceless) should be a legitimate circumstantial decision, rather than a no-brainer in favor of the resource units. Given that, I lean toward making spears and archers cheap but weak.
Having horses be somewhere between spears and warriors in effectiveness vs cities seems conceptually right to me. Knights and crossbows should seemingly have equivalent adjustments to their antecedents. And I noted back in my English game that never mind the manufacturing plant - the longbowman was out of control.
Following along the choice-always line, I love the idea of a siege promotion coming early, so as to choose between anti-city and anti-personnel. But take care not to make the siege promo too powerful, or there wont be much choice at all.
And on a tangent, the reason gunpowder units are range rather than melee is that battlefields proportions changed with their arrival in that they remained closest-to-the-front hence, melee.
Finally, MI being slowed to 3 and not being nearly as powerful as modern armor seems essential to justify it being resourceless.