Originally posted by Rhye
My compliments! That doc contains lot of changes based on your games. And some of these are very interesting.
-> If a caravel contains a wheeled unit, can it cross the ocean?
Yes, a non-wheeled transport can carry a wheeled unit in an impassable-to-wheeled ocean.
-> You didn't mention dromon: do you set it wheeled, too? (probably yes)
I probably did NOT -- thanks for bringing it to my attention!
-> The wheeled thing for oceans is a really good idea. If it works I'll add it
It will require some changes to the map, but I think that this will definitely destroy all the chances of "lucky" galleys
It works quite well.
-> Clear wetlands ability makes AI waste workers. I think it's enough hampered.
Last time I tried it, I had forgotten to reset the Clear Wetlands so I was not able to get any experience with it, so I do not know (yet). At any rate, it is mainly for MY usage.
-> Medieval units should require iron (except for mercenaries)
My philosophy on that is similar to your modern-units-don't-need-rubber argument. Metals are available everywhere that the (more advanced, middle-age) technology is available.
-> Disabiliting airlift for tanks is realistic. I think I'll add it
While current airlift transports can carry WWII tanks they cannot carry contemporary main battle tanks in quantity. Even so, it take s LOT of airlift capacity to transport such heavy stuff.
-> Same for adding airlift and removing pillage to scouts and explorers: I'll add this
Some players are going to
SCREAM with the removal of their favorite explorer-pillaging tactics.
-> I don't agree with giving 2 food to bananas
T'was based on frustration in my first Rhy'es game (as Rome) settling to get spice in the Carribean.
-> I agree with removing rubber for modern paratroopers
-> How do volcanos work with such a small period? Isn't annoying in the beginning?
6000 years only assures that they will erupt at least once during the Whole Game. I am sure that Mt. Vesuvius erupting was
quite annoying to the Sicilians any time it blew. And what of those TWO luxuries next to it that might get lost.
-> Disappearance ratios may alter history. What if Rome had no legions? I think that's a good feature for random maps only. But I see that you apply it only to luxury resources.
You missed it (just before the Lux chart)!

I also set the strat resources disappearances to C3C stock. Compared to standard epic games, you have provided a great excess of resources. BTW, luxury resources do NOT relocate (didn't in PTW, anyway) -- once they "disappear" they do not REappear!! Forces more entertainment expenditures.
Also, in italics at the beginning of the document:
"All generic units have been made available in addition to Unique Units. Scouts available to all civs."
The Scouts are a new thing, I got many techs before I finally triggered barbs (Rome, mil/comm). Rome without Iron would have been the same as anyone without Swords.
-> I've never tried to build the spaceship; was it too easy? (considering that you've raised cost of some components)
And delayed the actual ship (exterior casing) to Integrated Defense! Yes, the SS comes too early for one who wants extensive modern-era play. Stock it is for those who want an easy win (unless they are playing Emporer+, no offense intended)!
-> Modern armor cost = 160. Why?
Those puppies are expensive in production, maintenance, training, and fuel! Also, they are a very strong offensive unit (note tanks increased to 120 shields). I have raised the cost of many modern units.
-> I'd like to hear other people's opinions on guerrilla. I'm not sure about it.
The -1HP for guerrillas is new for me.
-> It seems that there's a mistake in my settings. Cavalry and cossacks need saltpeter and riflemen don't. I must choose if giving to all or removing to all
Primarily, all it takes to make explosives is some basic fertilizer compounds (bat guano, anyone?)
-> Ignore desert movement cost must be added, as desert cost was raised
I presume you are referring to the keshik and shifta.
-> standard civ traits were decided in order to fill all the combinations instead of giving priorities to history. I corrected their mistakes with a look at the gameplay (see Iroquois problem). It's strange that you put the originals back
The Iroquois problem!! You have virtually
castrated them (but not as much as the Babylonians and Sumerians, in my small experience).
In the interest of trying to make the AI stronger, I have applied some aspects of the Apolyton University mod (at poly, of course). With
few exceptions, every civ has Workers, Air, Production and Trade as "build often." Geography restricts the Asian and American civs badly enough; your "build never's" were way TOO historically oriented, and seemed to me to be quite biased without benefit of having been there in their time periods. Sure, I do not remember having been there/then either, but some of them had bustling encomonies.
->There are still lots of changes to discuss, but testing here is more important than discussing. Anyway, there's something good for a 2.15 and for adding your name to the list!
Please, test away! I just started a new game and my last Rhye's took only 120 hours!
-> By the way, please vote the poll if you haven't!
You know, that top one, that has gotten most of the tallies ... one is mine.
