Playground Mod

Ok, I'm making the mercenary upgrade to the UF mercenary. Much simpler, and helps the UF if they've got a huge mercenary army to begin with.

What should the stats for the girl infantry/trooper be? I think it's too high, because at that time, hardly any of the civs can take them down efficiently.
 
But what should their stats be? Lowered by 2 or 3 points each?
 
A little editing.

Railroads are now "Time Tunnels" in reference to my AP Euro teacher's Time Tunnel reference on how we "brought" Adam Smith to teach us about Communism and Capitalism. (He was actually another teacher)

Added the awsome wall graphics for the actual wall terrain.

Added a Death Strike Infantry, essentially a Death Strike Trooper, but no special abilities, but stronger attack.

Made both Death Strike Units (infantry and trooper) upgrade to Elite Freak Master with the research of Omeganism. (added a new EFM unit.) That one basically inherits the infantry and trooper's stats, to be an even 17/17 compared with the original EFM's 19/13.

This is intended to weaken FA's unit superiority a bit, by making them not upgrade to Gaidens. (anyone can with oodles and oodles of cash.)

Now FA has a defensive unit. :D
 
FA Family Poartrait:

fafamilypoartrait9tj.png
 
Just a thought:

Maybe in the random map mode, a tech should allow transports to cross blank nothingness, instead of them automatically being able to cross, so we don't have people exploring the whole world by the start of the second age.
 
I tried that. But it's being a bit wierd.

Trying again...

Check your PMs.
 
The UF and the Rebs seem by far the weakest civs.

They need to be able to get early BU units to make up for it. (pre rebellion, such as Boy Militia, and Boy mercenaries)
 
But, playing at a good start location, I, as the UF, has dominated the globe!

Blitzed the Rebs with soccer players and killed Austin.
Then did the same with the Char.
Bombed the girls to bits with bombers.
Island hopped to Senso, then blew them up with bombers.
Eliminated Horse (the superpower) with a bomber blitz.
Then watched FA kill GWC, then sign peace. (they only had their capital left.)
So, killed FA and GWC in the same turn via bomber blitz.
 
Sure. But leave the stats in place, just uncheck the options. (Don't want to re-type in the stats)
 
I set up a game as the Girls (hey, pennalism is an equal-opportunity job these days!). Some "technical" remarks:

The Death Strike Infantry and the Elite Freak Master (the one at Omeganism) have transparency issues in their 'pedia pics. I can fix this, if need be.

The Sugar!!!one!!1 'pedia entry says it's required for early gunpowder units, but it's actually only required for the Jet Fighter. (Obvious holdover from Salpeter.)

The teacher Drummond is said to be "nazirific". This word appears to mean "pertaining to nazirs", a nazir being an ancient Jewish hermit in the John the Baptist mold. :p

Units with duplicate names are annoying, especially when they've got different stats.
 
1. Ok. Never noticed it before, but sure.
2. It does? Ok, I'll fix it.
3. Nazi-rific. Pertaining to Nazis. Stupid technicallity... :p
4. Yeah... But they can only be built by certain groups, such as the Archer can be built by either the UF or the Rebs, depending on the kind of archer. Mostly to stop the annoying "UF UF Archer" or "Reb Reb Archer" etc.
 
Okay, can we make it so that soccer players can't be built by players? The main problem is that they've got really high attack, and pretty good movement, the AI builds them like crazy, and the AI can capture cities with them. So I just got blitzed by a bunch of AI's who hadn't even declared war first. Then when I moved in my S'es, they all died, so I lost, without war ever being declared.:goodjob:
 
Dispite the fact that they become obsolete quickly?

I know, but I use a (semi cheap) tactic by storing them near an AI's capital, and then blitzing them after 1 turn of war.

Not to mention stealing workers with them.

But, I know what you mean. The only way to defend yourself is to give/trade them the Mercenaries Tech, to make them go away (or at least not be able to get reinforcements). Besides, nearly the same principal would occur when Freak Attack gets the Death Strike Troopers.

Or maybe I should make the Mercenaries resource rarer.

AND: What should the boy agent and girl agent upgrade to? Or should they not upgrade? Remaining as relics to the old times, or cheap garrison units.
 
Back
Top Bottom