T-hawk
Transcend
Good job finishing it off.
Great playing with you guys - my first game with Griselda and Falsfire in a while, and I think my first ever with Grimjack.
Too bad this game came later in the Sirian's Tweaks testing, and mostly too late for anyone that was still watching it for input into Conquests.
The Great Wall modification is helpful to that civ, although this game actually exposed the one weakness in its effect - go straight for the city that holds it, which will cancel the walls everywhere else (and give you instant walls in the captured cities as well!) Still, though, it is enough to prevent the human from conquering that civ at will without setting back the rest of the civ's development, at least on Emperor.
Tweaked longbows are still not too effective - I'd still rather have knights. Although, the 5-attack longbows might be quite good for counterattacking invaders, which does correspond with the function of longbowmen in real-life history. They can somewhat slow a civ's collapse, especially given that they don't require resources. The Celts did use them against us in that way, slowing us a bit.
Tweaked muskets and rifles definitely hold back the cavalry significantly, although the tweaked guerrillas and infantry still don't make better attackers than cavalry, and none of it affects the dominance of artillery.
The AI's unit preferences are the biggest issue that this game revealed. As I mentioned, one must hope that that's also been tweaked if these changes are to be in Conquests.
Guess we'll know in a day or two...

Too bad this game came later in the Sirian's Tweaks testing, and mostly too late for anyone that was still watching it for input into Conquests.
The Great Wall modification is helpful to that civ, although this game actually exposed the one weakness in its effect - go straight for the city that holds it, which will cancel the walls everywhere else (and give you instant walls in the captured cities as well!) Still, though, it is enough to prevent the human from conquering that civ at will without setting back the rest of the civ's development, at least on Emperor.
Tweaked longbows are still not too effective - I'd still rather have knights. Although, the 5-attack longbows might be quite good for counterattacking invaders, which does correspond with the function of longbowmen in real-life history. They can somewhat slow a civ's collapse, especially given that they don't require resources. The Celts did use them against us in that way, slowing us a bit.
Tweaked muskets and rifles definitely hold back the cavalry significantly, although the tweaked guerrillas and infantry still don't make better attackers than cavalry, and none of it affects the dominance of artillery.
The AI's unit preferences are the biggest issue that this game revealed. As I mentioned, one must hope that that's also been tweaked if these changes are to be in Conquests.
Guess we'll know in a day or two...
