Just make em cost 60 again, and make em ignor forest, mountain and hills in thier movement... While in enemy territory they'll have almost the range of ansar (better in moutnains, worse if lots of 1 movement lands) and the don't require iron and have a star by thier movement (which is sopposed to do something i think...)
It could be that way, but there is no some flavor reson to make them faster in forest. And even then, flats are much more common then mountains.
I think I'll try them with blitz and 60 cost (mind you, Keshik is the unit that benefits the least from blitz), and if after some time they become unbalanced, I would change them again.
(that "*" just means that they move better in mountains)
- Carrier and batleship should be slower than destroyers. Movement for 5 for these two.
When I designed movment for modern naval units, I tried to make them distinctive from sailing ships.
So obviously modern units (even slow transports) should get at least 6 movement (compared to 4 of sailing ships, and slower nuclear subs with 5).
Now, that would mean having even faster Destoyers which could give moevemnt of 8 with Magellan wonder. Such movemnt would make bombing enemy ships pretty difficult (rebase every other turn, since bomber range is just 8).
Now, since difference in speed between "modern" Destoyers and Battleships are not really too much great, having them with same movment won't be a problem (and would keep flavor of original Civ3). It's usually more difference in manuverablity then in speed anyway.
- Great Wall give free walls again. Why you changed this?
I though that combo of free walls and better walls is maybe to much (instant +100% defense).
And somehow I realised that getting extra doubled defense for walled cities is good on its own. Especily in MP games. Not that much in SP, since human player is usually in offense. And its really not problem to buy city walls in needed cities (just 10-20 shields).
And, when in doubt, I take conservative settings.
- Keshlik don't need many changes. I only add them the hills movements bonus.
I've played with Keshik and they seamed lacking for me.
I really felt inferior when battling opponents with Riders, Samurai or even Elephants.
And when attacking I needed those hills and mountains just to keep those units alive against enemy counterattakcs.
Not to say that Mongol trait combo is not perfect (Mil is OK, but Exp would be only good in MP and you ahve no early UU).
I'll try adding blitz, and if gets powerful after extra testing I'll remove it (blizting on defense can be similary done with 2 longbowmen, and on offense against pikemen, you have just 10-20% chance to lose no more then 1hp and make second attack an option, not to say that you are pretty vunerable with just 2 defense points).
- I tweak the conqistador a bit. They are supposed to be mounted hand cannoners look at this picture :
http://www.astro.ufl.edu/wcb/school.../shenaapril.ppt
So I make them like this: 4 attack, 3 movement and salpeter is required. That make them a very good unit but not an overpowerful one.
It depends.
First, you will never need knights again (and I think that they are designed to be used with Knights and Cavarly together).
2nd, they will look to simialr to Ansar.
And, if you keep "all as roads", then they'll have broken movment of 9.
With current 3/2/2, all as roads, cost 50, they are really not bad at all.
First, if you battle the pikemen, they are pretty OK (since they cost only 50 shields). Then, you can take out more expensive Knights and Cavarly on open. Plus you can do some nice pillaging and worker slaving.
I also want to make the Manathan Project a small wonder. Is someone know if it will still permit all civ to built nukes if only one is built?
Don't know about this.
Havn't tested.