Thalassicus
Bytes and Nibblers
The risk of making helicopters more powerful (than the intended 60
) is they could overshadow tanks, since helicopters are so fast.

The domain penalty for siege units does not apply when attacked by air units; is this intended?
The open terrain penalty is 20%, I thought the design intention was 10%?
The AI probably doesn't do this very well. I don't have an inherent objection to the penalty not applying, I think it is probably fine, I think artillery should mostly be vulnerable to air units, I just wanted to make sure it was intended. I don't think the effect vs MGs is intended.This could encourages greater use of SAMs or AA guns to cover modern artillery units (or more fighters).
Ok, I remembered wrong, I thought they were -10 and +20.Rough terrain is +10%, I'm pretty sure flat was always -20%
If cannons and artillery have their ranged strength reduced, they could have their city attack bonus boosted to 60%.
They aren't too strong vs cities.
I *think* archers and siege use ranged strength also, but those units have a high ranged strength, so it isn't a problem. MGs have a low ranged strength, so they are super vulnerable.Is it just MGs that use ranged strength or are archers/siege also?
I think it would be ok to block MGs from getting a city attack promotion, but if they are melee class units, I can see that might not be possible.I hesitate removing their city attack penalty because they can cancel it with the +50% vs city siege promotion
That sounds fine; avoids using an extra promotion slot.This would be simple enough to add the +10% vs cities from swords.
Well, except that artillery have to be able to take on cities in both the early modern WW1 era and the WW2 era and most of the information era.Cannons would be more in need of it in my view than artillery (because of the range change).
I think it is possible to have both gold income be too high (though I'm not sure this is the case anymore with some of the nerfs) and also have military unit maintenance be too high. Very high military maintenance punishes you heavily for pursuing a militaristic strategy.Some people say gold income is too high, others say gold expenses are too high. It's only possible to have one of those, so which one is it?
The production yield tooltip said it was there, that was what I was basing my claim on, and as soon as I reached railroad tech the silver three-dot trade route symbol appeared in the capital.Are you certain the passive railroad connection works in the capital? I'd check the production yield tooltip.
Right. When a single unit is taking up the gold income of a medium sized city, we have a problem.But units rapidly pass 10gpt in the renaissance era and keep climbing. Cannons are 11, Dragoons 13, Rifles and Artillery 15, Infantry 19, Tanks 31. Armor is 43. A tank was 21 and Armor was 28 in VEM. That's probably a pretty steep shift.
I'm not sure it can't be both. The problem with gold income was largely noted before unit upkeep changes were added. Unit upkeep kept VEM gold more balanced than the earlier stages of GEM were. But one reason it was balanced is unit costs were 1.4, thus mostly lower, unit strengths were mostly lower as well prior to GK, meaning their upkeep costs were expensive but manageable at the high end.
The upkeep formula is fairly balanced early. Archers, Chariots, and Warriors should be 2, Spears 3, Bowmen 4, Swords/Horses/Catapults 5. That looks like a reasonable progression (I think). Workers are 3 right now, apparently a subject of some dispute. I think they were fine at 2.
But units rapidly pass 10gpt in the renaissance era and keep climbing. Cannons are 11, Dragoons 13, Rifles and Artillery 15, Infantry 19, Tanks 31. Armor is 43. A tank was 21 and Armor was 28 in VEM. That's probably a pretty steep shift. Earlier units shifted by (mostly) adding 1-3 gpt each.
Perhaps it is possible to give them a defense bonus vs air units?
Right, but I thought the decision had been made to revert them to the old VEM design where they just gave gold. Perhaps I misinterpreted. If we do have really high gold maintenance costs for units, then we need to be able to get enough gold to pay for them.Trading posts weren't changed at default. What was tabled was using monarchy to improve trading posts science function.
I'm ok with differentiation across era, but would it then be possible to make it so you pay maintenance costs based on the era you're in, or the techs you have, such that obsolete units still have the maintenance cost of up-to-date units?I do think some sort of obsolete unit cost would be useful to prevent gaming the system with chariots or scouts holding down honor garrisons. But I also prefer having differentiation on units, especially in the modern era. This also gives some extra utility to vanguard units (and thus mixed forces), air units, and the navy as well under the current system. The trade-off there is worthwhile (in my view).
Right, but it doesn't even need a realism reason, all it needs is a mechanical way for them to have something like their base strength rather than their ranged strength vs air units. It is a mechanical artifact that is making them so weak.This makes more sense than a blanket ranged defence promotion. It would also make (realism) sense that heavy machine gun units being strafed would be able to shoot back with some effect.