So I've just finished a game with the communitas mod (latest version, I played as Carthage on Immortal difficulty (second highest?), marathon speed, huge map). Great mod, very well done
I'm not up to date about who's working with the mod and such, but I thought I'd give some feedback anyway, just mention a few things that I think needs to be looked at.
1. AI players build a ridiculous number of archers/crossbowmen (they practically fill up every freaking tile with them).
2. Missile Destroyers have no sound (not a big deal, but it's nice with the feedback when you select them).
3. Tech disparity. The advanced civs were too far ahead of the rest, at some points three eras ahead, and that was AFTER I managed to get the "Scholars in residence" passed in the Congress (the one that gives you +20% science to techs already discovered by other civs). Perhaps trade routes (or open borders) could give extra science to the less advanced civ?
4. Range 3 is too strong. I even reduced all range 3 units to range 2, and even then Battleships were too powerful. I would argue that naval units are too strong vs cities in general.
5. Too easy to be stinkin' rich? I was playing as a trade-based civ so I ought to have good gold income and happiness, but when I reached the renaissance era it just got ridiculous. I was easily making 3-4 times as much gold as the second strongest civ and happiness soared up to 100-200. Again, I was focusing on trade so I should have been rich, but maybe not THAT rich. (I should mention that I had practically no gold-giving wonders and my cities focused on science or production, not gold income.)
6. World seemed to be a little too friendly in general. Most civs were throughout the game very friendly with me and each other. Out of the 20 civs only 3 were "outcasts" that got in to wars with the others. Other than that there were very few wars and the ones that did happen were short and immediately after the war the civs seemed to be on friendly terms again. Not until late game, when I started stirring up conflict for the hell of it, did a few of the previously friendly civs start denouncing each other.
7. Congress too easy to buy. I'd suggest increasing how much a civ values their vote(s) in Congress, so that it would be more expensive to tell them to vote for something they don't want to.
That's my seven cents. Other than that it was a fun playthrough, so thanks for the great mod!
I'm not up to date about who's working with the mod and such, but I thought I'd give some feedback anyway, just mention a few things that I think needs to be looked at.
1. AI players build a ridiculous number of archers/crossbowmen (they practically fill up every freaking tile with them).
2. Missile Destroyers have no sound (not a big deal, but it's nice with the feedback when you select them).
3. Tech disparity. The advanced civs were too far ahead of the rest, at some points three eras ahead, and that was AFTER I managed to get the "Scholars in residence" passed in the Congress (the one that gives you +20% science to techs already discovered by other civs). Perhaps trade routes (or open borders) could give extra science to the less advanced civ?
4. Range 3 is too strong. I even reduced all range 3 units to range 2, and even then Battleships were too powerful. I would argue that naval units are too strong vs cities in general.
5. Too easy to be stinkin' rich? I was playing as a trade-based civ so I ought to have good gold income and happiness, but when I reached the renaissance era it just got ridiculous. I was easily making 3-4 times as much gold as the second strongest civ and happiness soared up to 100-200. Again, I was focusing on trade so I should have been rich, but maybe not THAT rich. (I should mention that I had practically no gold-giving wonders and my cities focused on science or production, not gold income.)
6. World seemed to be a little too friendly in general. Most civs were throughout the game very friendly with me and each other. Out of the 20 civs only 3 were "outcasts" that got in to wars with the others. Other than that there were very few wars and the ones that did happen were short and immediately after the war the civs seemed to be on friendly terms again. Not until late game, when I started stirring up conflict for the hell of it, did a few of the previously friendly civs start denouncing each other.
7. Congress too easy to buy. I'd suggest increasing how much a civ values their vote(s) in Congress, so that it would be more expensive to tell them to vote for something they don't want to.
That's my seven cents. Other than that it was a fun playthrough, so thanks for the great mod!