learner gamer
King
- Joined
- Sep 4, 2009
- Messages
- 657
Hi all!
As Ive mentioned in another thread, Im currently playing my first post 1.0.1.275 patch game as Napoleon with Thals TBC mod v7.0 installed and Im still finding hammers a little scarce, both in absolute terms and relative to gold and research. (I readily admit however that assessing the latter is complicated by the fact that Im playing my current game at chieftain but I reached the same conclusion in my previous games at king and emperor.) This is despite employing some great advice on this forum re: growing cities to approx 4 pop and then working hammers. Although the situation improves a little in the post workshop era IMHO, I personally find that early game production remains particularly slow.
So, in short, I continue to believe (since I mentioned the same thing at launch), that hammer availability especially in the early game needs to be increased. My reasoning for this is simple: more hammers mean that more builds get completed, and completing more builds means the gamer is making more choices (about what to build next) each turn. The problem of course with increasing hammer availability in Civ 5 is the potential for the human and AI to invest those hammers in military units, leading to the so called carpet of doom.
So heres where Im hoping all you Civ 5 gurus can help. What Im hoping to achieve with this thread is to discuss ways in which hammer availability can be increased in Thal's mod, without necessarily increasing the potential for military unit spam. I appreciate that this is a challenge but Im absolutely convinced that resolving this dilemma is one of the keys to unlocking the vast potential in Civ 5 (which is already playing better than on release IMHO, thanks in part to Thals mod.) With that in mind, all suggestions are very welcome...you never know where that next great idea is coming from.
As Ive mentioned in another thread, Im currently playing my first post 1.0.1.275 patch game as Napoleon with Thals TBC mod v7.0 installed and Im still finding hammers a little scarce, both in absolute terms and relative to gold and research. (I readily admit however that assessing the latter is complicated by the fact that Im playing my current game at chieftain but I reached the same conclusion in my previous games at king and emperor.) This is despite employing some great advice on this forum re: growing cities to approx 4 pop and then working hammers. Although the situation improves a little in the post workshop era IMHO, I personally find that early game production remains particularly slow.
So, in short, I continue to believe (since I mentioned the same thing at launch), that hammer availability especially in the early game needs to be increased. My reasoning for this is simple: more hammers mean that more builds get completed, and completing more builds means the gamer is making more choices (about what to build next) each turn. The problem of course with increasing hammer availability in Civ 5 is the potential for the human and AI to invest those hammers in military units, leading to the so called carpet of doom.
So heres where Im hoping all you Civ 5 gurus can help. What Im hoping to achieve with this thread is to discuss ways in which hammer availability can be increased in Thal's mod, without necessarily increasing the potential for military unit spam. I appreciate that this is a challenge but Im absolutely convinced that resolving this dilemma is one of the keys to unlocking the vast potential in Civ 5 (which is already playing better than on release IMHO, thanks in part to Thals mod.) With that in mind, all suggestions are very welcome...you never know where that next great idea is coming from.