Coprolover
Chieftain
- Joined
- Aug 29, 2020
- Messages
- 11
I was asked to place such discussions in separate threads, so I will duplicate here.
When I saw that the work was still in progress (which is amazing for the 2008 game), I immediately decided to try it out. Thanks for the great job you have done. I have just started the game (25 moves), but I already have suggestions:
1) There are a total of 47 leaders in the game, but the limit is 41 players. I am autistic and love long games on giant maps, so I always choose the maximum amount of AI. Therefore, I would like to change this limit to 47-50;
2) During the game, I noticed scripts that tie the generation of Indian tribes to their historical location. However, this does not apply to Europeans and I had to manually rearrange the Russians to the north, and the Portuguese and Spaniards to the center (meaning the climate, since the territories in the south are identical to those in the north). It would be nice to make positions fixed to the climate in the future;
3) I was pleased with the new starting units, which have become less balanced. This is both historical and realistic because there is no balance in life. But I think we need to further strengthen the Spaniards and the Portuguese so that AI gains superiority faster. Now I have to enter resources and units for them through the world builder. For Portugal, you can enter a discount on the purchase of African slaves. For example, with each unit purchased, increase the price not by 50, but by 30-40 (you should think about it more carefully). This will be very historical, because the Portuguese were the first to actively explore Africa. Сan still think about the Spaniards. You can argue about the balance in MP, but no one forces players to take strong factions, because they will have 12 more to choose from. Choosing a faction, they also choose a difficulty level for themselves. It's the same with the single player;
4) Stumbled upon free skirmishers in the ruins. I think this is too strong a bonus, albeit an unlikely one. It is better to hire such units from aboriginal tribes for a certain amount. Also, this feature will only be available if the relationship between the factions is good enough. These units are too good at first. For a squad of rangers, the king requires 1800 gold. An almost identical squad can be obtained for free;
5) The trading system can also make the game too easy. For 100 weapons, the tupi offered me 9100 gold, and this is at the very beginning of the game. The scripts themselves are not bad, but it is necessary to significantly reduce the probability of success so that the player takes a lot of risk when knocking out the best price. So far, I do not use it because of too much benefit.
I have a few more proposals, but they will be much more difficult to implement. Therefore, this is not a matter of the coming days. Perhaps I will write them down in this thread later.
When I saw that the work was still in progress (which is amazing for the 2008 game), I immediately decided to try it out. Thanks for the great job you have done. I have just started the game (25 moves), but I already have suggestions:
1) There are a total of 47 leaders in the game, but the limit is 41 players. I am autistic and love long games on giant maps, so I always choose the maximum amount of AI. Therefore, I would like to change this limit to 47-50;
2) During the game, I noticed scripts that tie the generation of Indian tribes to their historical location. However, this does not apply to Europeans and I had to manually rearrange the Russians to the north, and the Portuguese and Spaniards to the center (meaning the climate, since the territories in the south are identical to those in the north). It would be nice to make positions fixed to the climate in the future;
3) I was pleased with the new starting units, which have become less balanced. This is both historical and realistic because there is no balance in life. But I think we need to further strengthen the Spaniards and the Portuguese so that AI gains superiority faster. Now I have to enter resources and units for them through the world builder. For Portugal, you can enter a discount on the purchase of African slaves. For example, with each unit purchased, increase the price not by 50, but by 30-40 (you should think about it more carefully). This will be very historical, because the Portuguese were the first to actively explore Africa. Сan still think about the Spaniards. You can argue about the balance in MP, but no one forces players to take strong factions, because they will have 12 more to choose from. Choosing a faction, they also choose a difficulty level for themselves. It's the same with the single player;
4) Stumbled upon free skirmishers in the ruins. I think this is too strong a bonus, albeit an unlikely one. It is better to hire such units from aboriginal tribes for a certain amount. Also, this feature will only be available if the relationship between the factions is good enough. These units are too good at first. For a squad of rangers, the king requires 1800 gold. An almost identical squad can be obtained for free;
5) The trading system can also make the game too easy. For 100 weapons, the tupi offered me 9100 gold, and this is at the very beginning of the game. The scripts themselves are not bad, but it is necessary to significantly reduce the probability of success so that the player takes a lot of risk when knocking out the best price. So far, I do not use it because of too much benefit.
I have a few more proposals, but they will be much more difficult to implement. Therefore, this is not a matter of the coming days. Perhaps I will write them down in this thread later.