Quetzal513
Chieftain
- Joined
- Feb 15, 2007
- Messages
- 42
After I made the post I quickly rethought my suggestions and decided that I didn't really like any of them. In fact, with all respects, I'm not sure that present suggestions do all that much to satisfy me either. But I don't understand why all gunpowder units couldn't promote down the drill line.
I like the 100% vs. barbs b/c it feels like it works nicely historically. kniteowl you're right about it being used for attack, and that doesn't sit with me well. But I also thought if it was only in you're cultural borders that it steals a little thunder from the Great Wall; maybe that's okay, I dunno. It also probably doesn't matter much until you go a little higher in difficulty. But I don't think that it not lasting through the game is a big deal; I'm just looking for a couple little boosts that could make a positive impact for protective. Plus the charismatic bonus for monuments goes away pretty early, and the happiness bonus for broadcast towers is very little quite late in the game. So I think it’s reasonable. It seems like I've heard a lot of people say they like playing with barbs off, so maybe there's a need, but maybe that's just because they hate to see their workers get eaten.
I didn't really like the idea of decreased drafting penalty, plus the vassal bonus seemed a bit to hard to implement; but it seemed to fit the feel of protective and that's what appeals to me.
I'm not a fan of the increased combat bonus within cultural borders, too exploitable, and deceptively complex. You'd get that +10% in your cities. What about newly captured ones? Only squares where you have the cultural majority/plurality? I think it’s too much.
I think occupied forts should have zone of control, that would help with the pillaging a lot. And I've already spent too much time illustrating on other threads how forts could be useful (even though we all know it’s a hard sell). With the protective trait, it would be another subtle boost since those city garrison promotions would be used effectively there too.
kniteowl here's my beef with the improved castle mod. Why does a castle, a fortification, give extra experience to siege units, essential an offensive weapon, other than for the purpose of game balance? You're right about castles not giving exp to artillery, it doesn't seem fair. But if a nice improvement could be made for castles, that would be a big boost to protective. I don't think that trade route should go obsolete, all the effects of monasteries don't go obsolete, just some, it seems reasonable.
I like the 100% vs. barbs b/c it feels like it works nicely historically. kniteowl you're right about it being used for attack, and that doesn't sit with me well. But I also thought if it was only in you're cultural borders that it steals a little thunder from the Great Wall; maybe that's okay, I dunno. It also probably doesn't matter much until you go a little higher in difficulty. But I don't think that it not lasting through the game is a big deal; I'm just looking for a couple little boosts that could make a positive impact for protective. Plus the charismatic bonus for monuments goes away pretty early, and the happiness bonus for broadcast towers is very little quite late in the game. So I think it’s reasonable. It seems like I've heard a lot of people say they like playing with barbs off, so maybe there's a need, but maybe that's just because they hate to see their workers get eaten.
I didn't really like the idea of decreased drafting penalty, plus the vassal bonus seemed a bit to hard to implement; but it seemed to fit the feel of protective and that's what appeals to me.
I'm not a fan of the increased combat bonus within cultural borders, too exploitable, and deceptively complex. You'd get that +10% in your cities. What about newly captured ones? Only squares where you have the cultural majority/plurality? I think it’s too much.
I think occupied forts should have zone of control, that would help with the pillaging a lot. And I've already spent too much time illustrating on other threads how forts could be useful (even though we all know it’s a hard sell). With the protective trait, it would be another subtle boost since those city garrison promotions would be used effectively there too.
kniteowl here's my beef with the improved castle mod. Why does a castle, a fortification, give extra experience to siege units, essential an offensive weapon, other than for the purpose of game balance? You're right about castles not giving exp to artillery, it doesn't seem fair. But if a nice improvement could be made for castles, that would be a big boost to protective. I don't think that trade route should go obsolete, all the effects of monasteries don't go obsolete, just some, it seems reasonable.