how do you play this mod to have a challenge?

artyom

Warlord
Joined
Feb 5, 2011
Messages
283
how is this map playable?
ok so I like to play on historic earth maps but my recent experience has led me to believe that this is ROM except 100 times easier. you get insane gold, general experience and can expand much faster than the dumb AI all while in the prehistoric age and while still trying to role play and not abuse some of the mechanics( such as not just going and destroying every civ with a commando and warlord in stack)

so my question is, how do you guys play the game in a way that it remains challenging while still using the numerous game mechanics provided by this mod? how do you make it past ancient age without just quitting because its too easy? what do you do to keep yourself from annihilating every civ while in prehistoric age?

by the way, i reallly did enjoy the 8 hour game I had yesterday on the new europe map. was my first c2c game but I was discouraged when i found out how easy it would be
 
Take note that this is a mod in a constant state of development. As such, whether it is easy or hard in various areas is always a state of flux from one version to the next. We're working a lot on ai and making vast improvements there to help your opponents keep up. There are also a lot of other 'hindrances' up and coming in development. So be patient... the mod has yet to achieve a golden difficulty balance but I'm confident it will. Continue to post where you find things too 'easy' though... it helps us in devel. I know the problem with a few troops being able to achieve enough power to stomp all enemies over the course of a patient warfare exists and am personally doing some things that will bring that to an end (if you like and play with the option anyhow ;) )
 
biggest problem I see is that the AI are so much slower at expanding. like some of the civs expand and almost at your pace, but some will not. this also ofcourse depends on starting positions and situations. and expansion is crucial in this mod where you have infinite money and science is not slowed by expansion.
as a result you see most advanced/powerful civs to be the ones who are the largest and expanded the earliest, which is just like regular civ 4.

dont get me wrong thou, i like this mod, the prehistoric age that took me 8 hours to go through. and the theme song is lol
 
biggest problem I see is that the AI are so much slower at expanding. like some of the civs expand and almost at your pace, but some will not. this also ofcourse depends on starting positions and situations. and expansion is crucial in this mod where you have infinite money and science is not slowed by expansion.
as a result you see most advanced/powerful civs to be the ones who are the largest and expanded the earliest, which is just like regular civ 4.

dont get me wrong thou, i like this mod, the prehistoric age that took me 8 hours to go through. and the theme song is lol

Yes it would be nice if you could give some benefits to smaller civs. In real life the biggest civs and the ones with the most cities arent always the best. Sometimes having to many cities becomes an empires demise.
 
Yes it would be nice if you could give some benefits to smaller civs. In real life the biggest civs and the ones with the most cities arent always the best. Sometimes having to many cities becomes an empires demise.

iam a rhyes maps fan. the thing most mods have there is that the tech cost of technologies is increased per city after you have a certain amount of cities.

for example, in Rhye's and Fall - Dawn of Civilization, tech costs increase by like 5% for each extra city after you hit 10 cities. additionally, maintaining high research rate is also hard because each city gives a substantial maintanance penalty.

as a result, big civs are never tech leaders with the exception of the english or some other civs who experienced unique rare circumstances
 
iam a rhyes maps fan. the thing most mods have there is that the tech cost of technologies is increased per city after you have a certain amount of cities.

for example, in Rhye's and Fall - Dawn of Civilization, tech costs increase by like 5% for each extra city after you hit 10 cities. additionally, maintaining high research rate is also hard because each city gives a substantial maintanance penalty.

as a result, big civs are never tech leaders with the exception of the english or some other civs who experienced unique rare circumstances

That's not a bad idea... I could get behind that. But we'd have to have some AIs preferring large nations and others preferring smaller ones if we did.
 
how is this map playable?
ok so I like to play on historic earth maps but my recent experience has led me to believe that this is ROM except 100 times easier. you get insane gold, general experience and can expand much faster than the dumb AI all while in the prehistoric age and while still trying to role play and not abuse some of the mechanics( such as not just going and destroying every civ with a commando and warlord in stack)

so my question is, how do you guys play the game in a way that it remains challenging while still using the numerous game mechanics provided by this mod? how do you make it past ancient age without just quitting because its too easy? what do you do to keep yourself from annihilating every civ while in prehistoric age?

by the way, i reallly did enjoy the 8 hour game I had yesterday on the new europe map. was my first c2c game but I was discouraged when i found out how easy it would be

You were playing on diety I assume, to be asking this question? Would be useful if you could provide the major options involve (REV on or off, city limit on or off, aggressive barbs, etc.)...
 
Seriously, though, I play with field commanders off because it's too easy to max them out in prehistory and the AI has no counter for them (and, as many GGs as you get, there's no real cost to them)[Side note-maybe field commanders shouldn't be getting 1 xp per victory, but some fraction of the amount a unit under them earns for victory?]. I'm going to restrict myself to only GGs as instructors (so heroes will only be used to lead units or form achievements). Increasing Difficulty combined with Emperor or Immortal starts keeps the AI in the tech race for a good long time. I also find that the city limit imposed by the early government civics keeps me from gettin too far ahead of the competition for a while.
 
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