Perfect_Blue
Yume Senshi
- Joined
- Jan 10, 2006
- Messages
- 260
I think the Aid promotions are too powerful. Imho, they should be weakened and/or bring up the required troop numbers for each level.
Houman said:Specific suggestions:
* Hinduism stays where it is, but Polytheism's cost is lowered to 80 instead of 100 so it might actually be the first religion founded in more games.
* Swap Monotheism and Meditation on the tech tree, which allows players to research Monotheism at the beginning.
* Since Priesthood now has Monotheism as a prereq, have Judaism founded by first to discover Priesthood.
* Allow Meditation to be researched if the civ already knows Monotheism -- and have the first to discover Meditation found Zoroastrianism.
* First to discover Literature founds Buddhism
* Theology now requires Priesthood rather than Monotheism
Houman said:Hinduism = no prereqs
Judaism = no prereqs- Monotheism is suppost to be the prereq for Judaism
Zoroastrianism = no prereqs
Buddhism = Hinduism prereq
Taoism = no prereqs
Christianity = Judaism prereq - not implemented
Islam = Judaism and Christianity prereqs
Paulk said:Castles should be moved to construction. With walls+castles=100% bonus that an impentrible defense. Especially since most civs wouldnt have catapults and there is no way to reduce defense. And i dont think there is that any realistic reasons for having monarchy allowing castles. I think it would be much better under construction. Maybe reduce monarchy cost further or make cottages in monarchy.
MySelf said:Christianity = Judaism prereq - not implemented
Sorry to point this out but you've ****ed up twice..
Houman said:I don't like your language. You can discuss in a civilized manner with me or not at all. I have told you and paul three times that the Text I had posted is from Abbamouse and not from me and you say I had messed up?
Here READ for yourself: http://forums.civfanatics.com/showpost.php?p=3557741&postcount=175
If there is something wrong, it is wrong in HIS implementation what needs to be ironed out by us. So if there is a bug in his implementation I will take care of it.
jenks said:-----NAVY GEEK ALERT !-----
Love the work all y'all have put in on the mod, great work
Point to make is about submarines though, whose speed has been reduced for the mod (as 'submarines dont travel at 30knots submerged').
Submarines post WWII are actually faster than most surface ships when submerged, they are slower if they are not dived.
few examples from the Brittish Naval fleet
Subs-------------
Swiftsure - max 30knots
Trafalgar - max 32knots
Astute - max 29knots
Surface----------
Type 23 Frigate - max 28knots
Type 45 Destroyer - max 29knots
Ocean (chopper carrier) - 19knots
with larger Fleet replenishment tankers going at about 20 max
In sum - subs are just as fast as surface ships when dived, surfaced they lose 20-30%, but subs generally travel submerged anyway.
Small gripe from a former naval cadet. Keep up the good work!