Yes, the knight have used the insta-heal promotion. I really hate that, I try not to use it for my own troops, just seems wrong. rather have heal faster when on home turf or in cities with barracks or something.
Yeah, I never use them unless it is an emergency. It is a waste of xp otherwise. I will see about disabling that promotion, since I think it is all the AI uses. Maybe with it gone they will use the other promotions.
With the embark thing, looks nice but it would only work work if they could defend themselves or at least require them to be bombarded to death instead of just moving your ship over them and they are gone.
Apparently there is a defensive embark now, but the devs didn't really explain it and I haven't looked into it.
I definitely want choppers to be able to cross water tiles without embarking, but that would need something telling them to end their turn on land/ship or they die.
Ah yes the AI, seems they rushed this game a bit since there are lots of little annoying bugs in the base game. Thank goodness for MODS.
maybe they'll fix some things with an expansion pack or one of you modders will have a break through on it.
I know some modders have made AI tweaks, though I don't know how successful. I assume they will eventually fix some more of the problems. Just have to work around it in the meantime.
Going to try out your tweaks maybe Monday-Tuesday when I finally have off again.
Cool, I should have some extra balance tweaks uploaded to source forge by then.
Thoughts too:
Military Airlift Command: allow for airlift of combat units instantly to another city
Airbase: Combat bonus to planes built
Top Gun (Wonder): air combat bonus of some sort (may better intercept %)
Dynamite: allow roads/railroads through mountains
You can already airlift units in this mod(Airport), though it is a bit clunky with 1UpT. I like the wonder ideas though. Once I begin filling out the military tech page, I may use some.
As soon as I can figure out how to make mountains improvable, we are going to have all kinds of mountain work going on.
Units
Love to see GI/Infantry remain in addition to Mech Infantry or make a combined unit like 2 IFV with 10 GIs little more real.
replacement of the Hind Gunship with Apache at least for Americans
Noticed cities shoots arrows before archery is researched can that be changed to throwing stones till after archery is researched?
I haven't seen anyone come out with gunship art yet, but hopefully they have a lot more when I start a major push on getting art into the game. Right now, I see some battleships, subs, tanks, and lots of ancient-renaissance stuff. But they are pumping out art with a decent rate of progress, so when I am ready I will be busy I am sure.
Whales: move to deeper ocean tiles, never near shore.
I wouldn't necessarily count 2 coastal tiles as being near shore, but generally yeah. The big problem is if they make whales spawn on ocean, 95% of them would spawn a hundred miles from any landmass. So they would have to put in time to merge it with the current map script.
last thought roads to railroads to highways possible?
I was planning on going roads/rails/maglevs. But honestly, if someone came out with highway art before maglev art, I would probably go with that instead.
On point of value of GPs, Engineers arent nearly as powerful as they are in vanilla with regards to the rush option. By late game all non-scientists get pumped into golden age length, and I think this is a little bit flawed. I notice the Engineer most because they allow wonder-rushing.
Yeah the engineers didn't get touched with the latest yield changes, so he has been weak these days. I can increase him to be a 1 shot wonder, but the problem still exists in the end game, especially with merchants. Most people don't like artists, but I always save them for culture bombs personally.
I lowered GP points on specialists, and it helped, but still a bit much. Maybe I will lower the GP points to 1 per specialist. It will slow the rate down and give more incentive for some of the governments who have more golden ages and GP rate increasing policies.