Pollution is an unfun pain-in-the-ass part of Civ3. It's even more of a pain in this mod. In the regular game, you'll at least get railroads around the same time you start getting pollution, so you can at least go clean it up right away. In the Playground mod, however, most civs don't get railroads (or the equivalent). This means either your workers take forever to reach the pollution, or you have to put groups of workers scattered around your empire. This, to me, is an annoyance. I propose this as a solution: Some time around mid-game, once most empires will already be fairly well-developed, workers should upgrade to have 2 or possibly 3 movement points. That way they can reach the pollution a lot sooner.
Taken into consideration. And it will give us an excuse to put in the workers of the world stuff!
Some of the luxury resources aren't showing up. Bananas, Cute Stuffed Animals, and Fresh Fruit all have an appearance ratio of 0. They still show up sometimes (somehow), but rarely. Nintendo also has a fairly low appearance ratio and does not show up often. On the other hand, there is a lot of sugar. Is this intentional?
Empty mindedness lead me to forget to put them in. I was going to add an appearance/disappearance ratio, but I forgot.
Nintendo is supposed to appear less, as it requires money to get. And it is intended sort of like those pocket Game Boys that people bring to school. And since the teachers tend to ban those, and parents don't like kids bringing it to school...
Sugar is common, due to the processed nature of our food.
But not as common as pokemon, as the addictive nature of it forced kids to worship it, and will go into withdrawal without it.
Now, on to the unit upgrade problems:
My biggest problem is that Chasing Soldier upgrades to the weaker Chasing Swarm, which then upgrades to Elite Chaser. This can't be right. I propose that Chasing Soldier upgrades to Elite Chaser, while Chasing Swarm does not upgrade at all. I like the idea of keeping the cheap cannon fodder unit around.
I wasn't exactly sure what you meant by that earlier, so I modeled it after the Boy Union unit lines. They had their soldiers upgrade to a weaker unit, and is much cheaper. Later, they will increase in strength in greater porportion to their costs, so it works out in the end.
Will change it.
Chasing Spearman and Chasing Knight both lack the "Upgrade Unit" flag. This needs to be corrected. Also, the Chasing Knight is designated to upgrade to Chasing Soldier, which I disagree with. I think Chasing Knight should not upgrade until Elite Chaser.
Oops. Never noticed it because the AI bypasses it. And I play as the UF mostly because they seemed like a generic civ.
So what unit use niche does the Chasing Knight fill as?
Master Chaser and Final Chaser are only one tech apart, which is odd. I recommend either eliminating Master Chaser, or moving Final Chaser up to 7th Grade. Either way seems fine to me.
I'll move Final Chaser up to 7th grade. They just seemed to need a unit somewhere here, as the Chase unit lines were very weak. Though cheap, and I altered the
Finally, whose idea was the Ghost unit? This thing is crazy. 10 movement points, all terrain as roads, and blitz? It's insane how much pillaging you can do, especially if you put them in an Army. I think Ghost is overpowered and should be removed. If you really want to keep it in the game, however, at least get rid of the all terrain as roads.
My idea!
The purpose was to give them an Uber unit to match their tactics. And Chase is sort of the Blitz tactics, so it seemed fitting. (other Uber units there are also pretty close in deadlyness though)
It requires inspiration though. Which is really rare. And will hopefully be something that people will fight massive wars over. (it also allows the production of Mobile fortresses, Uber Battleships, and other weapons of mass destruction.)
That's all for now. The actual gameplay is just fine and I've been having fun. The UF built up a huge army of mercenary units, but I'm dealing with them. I'm not really sure how they made such a huge army since other civs about the same size do not have nearly as many units. It may just be because UF has been in Fascism for a while.
No idea. Usually in my games they are weak and overrun when I'm not UF. Senso and Chase expand massively, and FA stays weak until later. And the Girls are always the tech leaders.
Thanks for your imput!