^ I think a buff to the dun is a great idea. I also second the notion that France needs a buff, the musketeer is worthless in single player, and the salon is weak.
- Okay, in response to the razing discussion. I guess I should be more clear - I'm more concerned about the amphibious sneak attack function than I am of razing itself. Karadoc, think of it this way:
imagine you are in a late-game space race that is neck and neck. You and an AI are both about 10 turns away from launching a space ship. You are equals in tech and economy but the AI has a much larger military. Now imagine 2 scenarios:
Scenario 1 - the AI's capital is far, far in land. In this situation, if you were to go to war with them to slow the ship launch or to capture their capital, you'd have to fight it out and actually beat them in the war.
Scenario 2 - the AI's capital is on the coast. Well in this scenario I'd give you a 99% chance of winning. It doesn't matter if the AI has 5 times as many military units, or 10 times. It doesn't matter if the AI is far ahead in tech, has 5 times your GNP, MFG, and 20 times the number of military units, you will still win, because all you have to do is drop a nuke on their capital and have a boat or two full of marines, and you take it. Or just have several boats full of marines backed up by battleships for bombardment, and you take it.
What I'm trying to convey is that the enemy having a legendary city or capital city on the coast makes or breaks the game. If there were no coastal targets, you'd have to actually land a beach-head and actually win the war. When the target is coastal all you have to do is take the city for 1 turn and you win the game.
It seems like a cheap exploit to me, and it's game-breaking. You see, on land, this doesn't happen. Usually on land when you declare war and cross the border you can't attack a city on the same turn, so the invaded country has a turn to react. Sometimes, however, due to short culture borders and/or fast units, you can attack on the same turn, but in any case it is almost never a major city. You can sometimes lose a fringe, a border city on the turn of invasion, but you would never lose your capital or major core city like this. However, with naval warfare, all coastal cities are up for grabs. You might be far ahead in tech, economy, and military, and yet any of your coastal cities could potentially be taken by a sneak attack.
I think this is very bad for balance. Especially in a game when losing the capital or losing a legendary city means the difference between victory and defeat. Also, the AI does not know this or how to prepare for it.
So that is my beef. I don't think the game should be decided by whether the AI's capital is on the coast or in-land. I think coastal invasions are too overpowered. I'm not sure how to solve that problem which is why I suggested the raze delay because it seemed like the most straight-forward solution. Another solution might be to say that ships that enter enemy territory cannot disembark on the same turn.
I say all this because I thought Kmod was about making the AI smarter, so that we had to beat it without using "gamey" exploits. If an AI is far more advanced than me and has a much bigger military, I shouldn't be able to raze a capital city simply because I had a couple of transports full of marines and a few battleships. If an AI is ahead of me in GNP, MFG, military, tech, and diplomacy, I should lose that game, boatloads of marines or not. If I win a game, it should be because I outplayed the AI throughout the game, not because I know a silly endgame move that is broken and overpowered.
Am I the only one who feels this way? If so, I'll let it go and just play with razing turned off I suppose.
If you are in agreement with me, what would be a better solution? Raze delay? Or making it so naval units cannot disembark on the same turn they enter enemy territory? Personally I would prefer the latter solution but I'm fine with either. As for raze delay...honestly, even just a straight out 1 turn delay would be an enormous improvement in my opinion. I think the raze delay should be independent of everything else. For example, you take a city, and on that turn you can't do anything with it - you can't culture bomb it, you can't raze it, the only thing you can do is inspect it. You have to wait until the next turn before you can do anything with it.