Minor Annoyance
Deity
Here's some things I have issues with:
Is there a reason there are no more first strike chances? the only reason I can think of is new players are confused as to what first strikes are and think they're free damage and the chances are the ones you might fail. But actually a change is random if you get it and then you still have the random change to win the round. I can understand removing extra rounds of randomness, but I don't know why it's necessary. Maybe it's just because I think if a feature is available it should be used. That's why I never did well at Starcraft. I had to use every unit even if it didn't fit the situation. There was a Zerg level that was mostly islands that I eventually cheated on to get past and then later I realised I was wasting time and money on zerglings, I should have just used air units!updated change list.
drill promotions:
drill i: +1 first strike
drill ii: +1 first strike, suffers 20% less collateral damage
drill iii: +1 first strike, suffers 20% less collateral damage
dril iv: +1 first strike, suffers 20% less collateral damage, +10% vs. Mounted units
I don't think this fits with what collateral damage is supposed to represent. Other collateral damage units are big guns that hit large areas. Subs don't really fire huge volleys of torpedoes blanketing an area in them. I'm sure that's why you limited it to two units max, but they're more of a precision instrument. You know what I think might would make more sense? Flank attack. It better represents units moving in a way that allows them to bypass defenders and hit vulnerable targets, like mounted units do with siege units. So I would suggest giving subs flank attack against transports and carriers. I don't know if subs should have flank attack against other subs. Maybe just attack subs against missile subs.subs:
given ability to deal collateral damage to 2 units. Both attack sub and normal sub are given the following:
<icollateraldamage>50</icollateraldamage>
<icollateraldamagelimit>60</icollateraldamagelimit>
<icollateraldamagemaxunits>2</icollateraldamagemaxunits>
this is similar to the battleship except it's only 2 units instead of the battleship's possible 5. Because subs are weaker, the collateral damage dealt tends to be lower.
grenadiers:
what about simply changing them to have +50% vs. Riflemen (instead of +50% attack vs. Riflemen) ?
Don't know that grenadiers were underpowered to begin with.
Were people not building recycling centers before?recycling centre:
+2with environmentalism.
Reduced in cost to 200From 300.
Not sure why they need to be reduced.Forests and jungles provide +25% defense instead of +50%.