Epaminondas II
Chieftain
- Joined
- Jan 29, 2016
- Messages
- 31
Combined with the scarcity of early tech in the most recent version, the reversal of dominance and tribute has gutted the authority tree at high difficulty levels.
Throughout the CBP development I have mostly played Shaka+Authority games at immortal or deity difficulties and despite complaints about the strength of authority I have found it to be quite strong on deity until the most recent version. Authority has consistently been fairly weak and inconsistent early on but in previous versions where tech was more available early it could get past these early issues and make it into classical and medieval era warfare where the tree truly starts to shine.
Now that early tech is so scarce the early developmental problems authority faces are drastically exacerbated and the reversal of dominance and tribute means you either give up your early settler (not really an option) or face a huge number of turns sitting at 8 science with no bonus to assist you getting over the early hump.
I would implore these be swapped or the early game consistency and tech of authority be looked at it so I can once again enjoy my favorite play-style of true total war.
Further thoughts:
-On-kill bonuses are fun and dynamic for the game but having a tree rely on them early on makes for inconsistent and frustrating starts, especially on high difficulties where the ai's sometimes kill almost every encampment before you have a chance to get there. It seems like on-kill bonuses are much more suited for a mid-game tree or, perhaps, the later policies in authority so that the tree can have the same consistency in early development as the others.
-On the one-hand, authority is really the tree you want if you are going to play a warmongering style yet, on the other, its slow start means you miss many timings to go to war as opposed to a progress opener putting authority in a very awkward place. It seems to me authority is not a "starter" tree in the same way the other two trees are. Its bonuses are extremely significant later into the game, especially the healing promotion and the ability to purchase the merc line of units, yet fall short early. It might be a good idea to buff it early on and maybe tone down its later bonuses a bit, perhaps only 10hp on kill for example. If authority does get off its feet it can be truly terrifying.
Possible solutions:
-border expand granting science instead of gold (maybe op?)
(will add as I think of more)
Throughout the CBP development I have mostly played Shaka+Authority games at immortal or deity difficulties and despite complaints about the strength of authority I have found it to be quite strong on deity until the most recent version. Authority has consistently been fairly weak and inconsistent early on but in previous versions where tech was more available early it could get past these early issues and make it into classical and medieval era warfare where the tree truly starts to shine.
Now that early tech is so scarce the early developmental problems authority faces are drastically exacerbated and the reversal of dominance and tribute means you either give up your early settler (not really an option) or face a huge number of turns sitting at 8 science with no bonus to assist you getting over the early hump.
I would implore these be swapped or the early game consistency and tech of authority be looked at it so I can once again enjoy my favorite play-style of true total war.
Further thoughts:
-On-kill bonuses are fun and dynamic for the game but having a tree rely on them early on makes for inconsistent and frustrating starts, especially on high difficulties where the ai's sometimes kill almost every encampment before you have a chance to get there. It seems like on-kill bonuses are much more suited for a mid-game tree or, perhaps, the later policies in authority so that the tree can have the same consistency in early development as the others.
-On the one-hand, authority is really the tree you want if you are going to play a warmongering style yet, on the other, its slow start means you miss many timings to go to war as opposed to a progress opener putting authority in a very awkward place. It seems to me authority is not a "starter" tree in the same way the other two trees are. Its bonuses are extremely significant later into the game, especially the healing promotion and the ability to purchase the merc line of units, yet fall short early. It might be a good idea to buff it early on and maybe tone down its later bonuses a bit, perhaps only 10hp on kill for example. If authority does get off its feet it can be truly terrifying.
Possible solutions:
-border expand granting science instead of gold (maybe op?)
(will add as I think of more)