Monaldinio
Prince
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1. I think light cavalry is too powerfull and it deserves 2 movements instead of 3. Even with such nerf it will not less usable becouse light cavalry provides recon aid (which is very usefull) and in half historical time best available light cavalry unit is more stronger than best normal cavalry unit. I found most disbalanced time is time when Hussar appears. Looks like AI player understands it and it produce tons of hussars. Also 3 movements looks too fast in terms of realism.
2. Pagan temple can be constructed only in cities with zero religions and if religion appears during construction it interrupts process. In same time any state religion didnt disable pagan temples. I thing its strange begavior and i offer you change it. I thing it must work in such way: pagan temple can be constracted only with no state religion and independant of religion presentation in city. Also i thing its a little wrong when both pagan and religios temple works in same time (state religion and city religion do not stop pagan temple from working). Using it both can provide huge happines bonus in early age: build pagan temples before religion appeared, build Stonegenge (+1), use Slavery (+1), build Panteon when possible (+2), switch on state religion when it appeared (+1) and build temples (+1). Thats how i can to keep big cities on Deity mode in start of game. Do you think its correct way or maybe need to fix something?
3. Anti-clerical is not just providing -1 happines from temples, this drawback also disables basic temple +1 happpines bonus, so final change is -2 happiness. I found it when i played Peter I. May be its bug, may be not, but manual says only must be -1 happiness only. Also i think its wrong when obsoleted temple keeps producing unhappines for Anti-clerical leaders, but not producing any bonus from resources. So if i managed to neutralize unhappines by resoureces in middle ages i cant switch on Free Religion later because i will have negative bonus from it.
4. I think you already know bug with purple unit promotion disappearing when upgraded.
5. Is it intended when World Map have only one possible type of victory - time victory? Or its limitation of starting as scenario?
6. Taoism temple can provide 2+1+1=4 total happiness, while all other temples only 3. Is it ok?
7. I think archery units need some middle one with 5 power. Because its too huge distance from 3 to 7 (in power and reseach time terms). Missing middle archers makes city defence weaker than needed in start of Renesance age. Walls and castles provides time, but not defence, even AI knows how to destroy it.
We will probably carry the concept even further, when we invent some elegant way to represent arrow volleys with stuff other than direct combat.
I hope its not bombardment for archers. Archers are fine as they are IMO. What was the range of a composite bow those times? IIRC Sultan Mehmet held the record with 1600something meters. Is each tile supposed to be only a mile?
It definitely won't be standard ranged bombardment. What it could be, for instance, is a zero-range bombardment, when archers would take a shot at any unit attacking the square they are on. But that is obviously a post-3.1 task.
If you can do this in civ4 then do you realize the potential? Artillery support fire etc.
It will sort of make the aid bonuses obsolete.
I've been playing this, and enjoying it a lot (3.01 version). I am wondering though, my latest game on Monarch had a lot of space, and the AI seemed to just happily expand and expand without paying the price. Right now, Rome is at 15 cities in the ancient era, 2x my army, about 8-9 techs ahead, where I am struggling to stay at 50% research with 5 cities, with most +gold/+trade buildings built. (And a holy city generating income with the wonder). I abandoned an earlier game where I expanded to 8 cities because I was falling further and further behind because I couldn't get my research above 10%.
Am I missing some core mechanic, or does the AI get big advantages?
I made the comment because of the size of the bonus though. It could be that it's the same bonus as in vanilla and that the AI is wildly more optimized or that the bonuses has been modified, but the end result really was that I felt that I was playing against the bonuses because it was so blatantly doing things I couldn't even consider.
It could be that they had contact with every civ in existance somehow (I could only find 3 on my continent, and found a boat full of germans) boosting their research. But I certainly was focusing on generating money, Trying to get cities to grow to use plots that generated income, managing each cities use for those few extra coins, very aware of my civ usage. Granted, I wasn't doing a 'cottage economy' (I got the tech late, and had already developed my cities with farms/mines and all the resources).
Edit: Found a table, 50% unit supply cost which is pretty big, only a 0.9 modifier on the upkeep though, I really don't see how he's not been at 0% research for eternity. What happens when you are at 0% research and still negative, do you start losing units?
It should also sounds logical. Perhaps it would be a good idea to encourage more trade? +2 Gold for every trade from total of 6 ... .. or something like that ...
It definitely won't be standard ranged bombardment. What it could be, for instance, is a zero-range bombardment, when archers would take a shot at any unit attacking the square they are on. But that is obviously a post-3.1 task.
After playing another game, except where everyone hated each other for some reason, I'm fairly sure it was the trade that made the AI rocket. In this second game, there was too much space all around (I used the Tectonics / Meditterean map on Huge, which turns out is fricken enormous). Basicly, with too much space around and no friends to boost trades (Of the 9 civs alive, only 2 have 3 open border agreements, the rest has less), the AI all expanded themselves to death. All of them sitting on 15-20 cities, and taking 20-30 turns / ancient era tech in the year 1000 AD.
In this second game, there was too much space all around (I used the Tectonics / Meditterean map on Huge, which turns out is fricken enormous). Basicly, with too much space around