ls612's C2C Units

I was very struck in Astral's let's play (episode 11) that the tactic of build-archers-cos-they-are-cheap-then-immediately upgrade-to-archers is effective but cheesy.

IMO costs (or upgrade costs) need to change to make this less attractive unless you are really rolling in cash - i.e. - at least one of:

1) AtlAtls should be more expensive (probably)

2) Archers should be cheaper (doubtful)

3) Upgrade costs for units should be higher. This is defined by UNIT_UPGRADE_COST_PER_PRODUCTION which is currently 1. Making it 2 would be far too much, so if we want to tweak that we need to change it to 100ths or something

IMO this case is mostly (1), but maybe we should consider a little bit of (3) also...?
Definitely should be at least 2, which it is in vanilla BtS I think.
 
I guess i am not getting why these (circled) are this LATE in the tech tree, str is only around 15 when the one right next to it is str 45??

They are Post-apocalyptic alt-timeline units. If you get nuked into oblivion you won't be able to build more advanced units, and those are slightly better than their medieval equivalents, so you will be stuck building those until you rebuild from the nuclear war.
 
I've changed it now on the SVN to be a percentage, so we can have more precision on whatever value we choose.

Good. I definitely think having the number at 100 (as it is currently, and functionally speaking, as it was before) is wrong though. That makes 1 gold = 1 hammer, which sure isn't the case when hurrying for instance. IMO we should tune it up to at least 150.
 
Good. I definitely think having the number at 100 (as it is currently, and functionally speaking, as it was before) is wrong though. That makes 1 gold = 1 hammer, which sure isn't the case when hurrying for instance. IMO we should tune it up to at least 150.

How about 125 for now. I have some major changes to unit costs from the Medieval era onwards, so that could have a significant impact in the later game.
 
How about 125 for now. I have some major changes to unit costs from the Medieval era onwards, so that could have a significant impact in the later game.

Well production at only 1.25 per gold still seems rather cheap to me, but it's an improvement
 
Well production at only 1.25 per gold still seems rather cheap to me, but it's an improvement
It is considerably too low. I just checked, base BtS has an upgrade cost of 3 gold per production difference. I suggest we go at least for 2 gold.
 
I was looking at some of the Prehistoric units to get a feel for how long a given unit is expected to last before being upgraded, and I noticed that we have three units with very similar stats: the Clubman, the Papuan Cannibal (Papuan culture unit), and the Pygmy Warrior (Aka culture unit). The odd thing is that
the Clubman and the Papuan Cannibal have a base cost of 15, while the Pygmy Warrior has a base cost of only 5. Is this another benefit of the Pygmy, or did you leave out a digit?
 
One more suggestion: can you please add the TECH_WARFARE requirement to the Zulu Impi? Impi requires Zulu resource, which requires Culture (Zulu), which requires Warfare tech. So there is a "hidden" requirement of Warfare tech on the Impi, which isn't good.

You could even replace the Spear Making requirement on the Impi with Warfare, because Spear Making is required for Warfare, so putting both techs on the Impi makes Spear Making redundant.
 
? for ya:

When you have the option of Barbarian World and/or Barbarian Civ added to the options to play, why isn't there a Tribal Guardian there also to protect those NEW places? Or could they be there??
 
Both DH & ls612:

If gatherers "automatically" work on building "over" the Indigenous stuff, does that mean it will be no items given after Paleontology?

There is currently no advantage to Indigenous People as I have not put it in yet. It will probably be ready for v29 if I can get more specialists working on normal (small) screen size.

Paleontology!? Oh you mean the Fossils resource. That appears later, at geology or some such.
 
There is currently no advantage to Indigenous People as I have not put it in yet. It will probably be ready for v29 if I can get more specialists working on normal (small) screen size.

PM me on this, i dont quite understand, sorry . .:blush:
 
There is currently no advantage to Indigenous People as I have not put it in yet. It will probably be ready for v29 if I can get more specialists working on normal (small) screen size.
I wouldn't say NO advantage... I've discovered that they are extremely valuable to pillage, moreso than any other pillagable map improvement. Best results from enemy or neutral territory with a rogue.
 
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