Simple Solution for Weak Expansionist ability

All Civs Expansionist a good idea?

  • No. Bad idea. (Please state Why you think so.)

    Votes: 22 59.5%
  • Kinda like the idea but has many problems.

    Votes: 8 21.6%
  • Good idea but could use slight improvement.

    Votes: 4 10.8%
  • Great idea and leave as is.

    Votes: 3 8.1%

  • Total voters
    37
Magnus, while I appeciate the feedback, I am not asking whether or not you think it needs changing. I am asking what to add. Only difference with expansionist civs currently is that they get a scout and none of the huts they pop will give barbarians, which gives an increased chance for anything else.

We have already discussed whether or not we think expansionist is equal with other advantages and to some people clearly some things need to be changed and I am trying to create a mod for those people. Please, no more discussion on if you do not think expansionist needs to be changed, you won't be downloading the mod I create anyway so there is no point in discussing it not being created. It is just disruptive to the process.
 
I think you should do one mod with the cheaper granaries, hospitals and aqueducts, and another with less expensive workers and settlers, maybe with the pop 1 settlers. I strongly suspect the combination would be very, very powerful.

Doing random maps last night (about 15), large world size, and playing until my first continent was fully explored/revealed, and building only scouts, I averaged 2 goody huts per game. my best was 4, with 2 techs received and a settler. I'd say about a 1/3 gave nothing or the 3 square map (woo...hoo....). I had another expansionist civ start within 15 tiles in 3/4's of my games, which greatly reduce my ability to take advantage of my greater exploration range.
 
I like expansionists how they are more or less. They have a huge advantage early on and that often carries throughout the game.

The one thing Id consider giving them is adding the build colony function to the scouts, but Im not sure the ai could use it.
 
Originally posted by wervdon
I like expansionists how they are more or less. They have a huge advantage early on and that often carries throughout the game.

The one thing Id consider giving them is adding the build colony function to the scouts, but Im not sure the ai could use it.

That's a really neat idea! I am not sure how feassible it is but it is worth trying. :goodjob:
 
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