Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
SVN: 5904
I don't know where else I should post those.
- AI builds too many Apothecaries. Over 34 in a Stack of 100 units.
- It's way too cheap to finish production with gold. 17 Turns of buildingtime (after I built it 1 turn) costs 16.000 gold. And each turn I earn 24.000 Gold.
- AI never settles small Islands. For example: Zulu (Renaissance) don't colonize Madagaskar, even though they control the whole african continent and have LOTS of money.
- The Bribe espionage mission is way too powerfull. Yes, it is quite expensive, and yes, the success rate is quite low, but I lost all NW in this city, all herds, all slave compounds and ~90% of my regular buildings!
- Easiest way to get your neighbor friendly towards you: Declare war at him, conquer some cities, make peace and liberate the cities again.
-> You should get less + Relations if you recently conquered the cities you liberate.
- If I have a human wall made of Riflemen, enemy Bandit Riders (and such) have no change to enter my empire. Except one of my Riflemen is in a Fort. Why can Criminal Units easily pass trough units in forts but not trough units outside of those?!
- You should be able to politely ask your friends to research a certain tech. Or maybe trade something so they will do. Like "I give you 40000 Gold if you research Refining next". The main idea behind this is that you can trade techs easier. But to avoid exploids, the AI has to evaluate how usefull the tech they researched before is. For example, you shouldn't be able to convince the AI three times in a row to avoid that military tech, that would allow them to build superior weapons. Or convince them to change from Railroad to Steel just because YOU want to build the golden Spike.
- My Vasall keeps harassing me with it's warlord Corporals, even if he is friendly towards me. So I secured my boarders with Machine Guns. But now, they "can't" go through my empire to reach our mutal enemy. Well, they could if they take the hidden nationallity units out of their attack stacks!
to be continued...
Feel free to post things that seems wrong to you as well. I'll update the first post.
I don't know where else I should post those.
- AI builds too many Apothecaries. Over 34 in a Stack of 100 units.
- It's way too cheap to finish production with gold. 17 Turns of buildingtime (after I built it 1 turn) costs 16.000 gold. And each turn I earn 24.000 Gold.
- AI never settles small Islands. For example: Zulu (Renaissance) don't colonize Madagaskar, even though they control the whole african continent and have LOTS of money.
- The Bribe espionage mission is way too powerfull. Yes, it is quite expensive, and yes, the success rate is quite low, but I lost all NW in this city, all herds, all slave compounds and ~90% of my regular buildings!
- Easiest way to get your neighbor friendly towards you: Declare war at him, conquer some cities, make peace and liberate the cities again.
-> You should get less + Relations if you recently conquered the cities you liberate.
- If I have a human wall made of Riflemen, enemy Bandit Riders (and such) have no change to enter my empire. Except one of my Riflemen is in a Fort. Why can Criminal Units easily pass trough units in forts but not trough units outside of those?!
- You should be able to politely ask your friends to research a certain tech. Or maybe trade something so they will do. Like "I give you 40000 Gold if you research Refining next". The main idea behind this is that you can trade techs easier. But to avoid exploids, the AI has to evaluate how usefull the tech they researched before is. For example, you shouldn't be able to convince the AI three times in a row to avoid that military tech, that would allow them to build superior weapons. Or convince them to change from Railroad to Steel just because YOU want to build the golden Spike.
- My Vasall keeps harassing me with it's warlord Corporals, even if he is friendly towards me. So I secured my boarders with Machine Guns. But now, they "can't" go through my empire to reach our mutal enemy. Well, they could if they take the hidden nationallity units out of their attack stacks!
to be continued...
Feel free to post things that seems wrong to you as well. I'll update the first post.
for that. But then I sell the captured City to player A, who is also at war with B. I leave them with no units, so B captures his city back from A and get
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), but Irish was a very distinct culture in the medieval period. When Brian Boru united the four kingdoms in the early 11th century, there was already a very clear feudal hierarchy. I would argue that Irish was a more distinct culture then - and even under English occupation - than it has been lately. Some mid-Medieval tech (off the top of my head: Feudalism) would be a much better place to put it...