I still think Byzantium's core in those maps is more accurate than what we've currently got in game. I also think we should go back to having the Ottomans not spawn if the player manages to fight off the Seljuk invasion.
EDIT 2: I added another new set of maps that shows what tiles are yet to flip to a civ first being born by year instead of by civ.
EDIT: I added a new set of maps preceded with "no_rebirth" that will only show tiles that can flip by a civ first being born.
I was able to make a program that can generate the flip maps for all civilization in 1.18. Note that I am pretty crummy with Python and the code is extremely sloppy, but it seems like the results should all be correct.
The maps that start with "exception" show what tiles you will not need to worry about being flipped if you are...
I still think Scouts are bad at their job since they're incredibly vulnerable to Barbarians and so can't go anywhere in the wild without dying, to the point I'd rather send an Archer or later a Spy. They need something more. Ideas:
- Sentry (+1 visibility) to better avoid dangers and reveal territory more efficiently.
- Bring back their 2.
- Woodsman I/Guerilla I so they can get the second tier and extra movement with a Barracks (it's pretty difficult for them to get enough XP on their own).
- Ability to ignore open borders requirements (AI are pretty stingy with Open Borders in this game so Spies are generally better).
- Some withdrawal chance.
The Mongolia flip zone currently includes the Korean city of Gyeongseong, which I think it shouldn't, considering that territory was ruled by Koreans for nearly all of its history.
Furthermore I think the Mongol resurrection zone shouldn't include the areas of Manchuria.
I still think Scouts are bad at their job since they're incredibly vulnerable to Barbarians and so can't go anywhere in the wild without dying, to the point I'd rather send an Archer or later a Spy. They need something more. Ideas:
- Sentry (+1 visibility) to better avoid dangers and reveal territory more efficiently.
- Bring back their 2.
- Woodsman I/Guerilla I so they can get the second tier and extra movement with a Barracks (it's pretty difficult for them to get enough XP on their own).
- Ability to ignore open borders requirements (AI are pretty stingy with Open Borders in this game so Spies are generally better).
- Some withdrawal chance.
I still think Scouts are bad at their job since they're incredibly vulnerable to Barbarians and so can't go anywhere in the wild without dying, to the point I'd rather send an Archer or later a Spy. They need something more. Ideas:
- Sentry (+1 visibility) to better avoid dangers and reveal territory more efficiently.
- Bring back their 2.
- Woodsman I/Guerilla I so they can get the second tier and extra movement with a Barracks (it's pretty difficult for them to get enough XP on their own).
- Ability to ignore open borders requirements (AI are pretty stingy with Open Borders in this game so Spies are generally better).
- Some withdrawal chance.
When selecting civics there is a clear indicator that certain civics are incompatible which is useful when trying to balance effective civics and stability concerns. Would it make sense to add an indicator that a civic is outdated/contemporary? I find it frustrating when I have poor stability from outdated civics and I have to scour through the civilopedia entry to figure out which one is causing the problem.
When selecting civics there is a clear indicator that certain civics are incompatible which is useful when trying to balance effective civics and stability concerns. Would it make sense to add an indicator that a civic is outdated/contemporary? I find it frustrating when I have poor stability from outdated civics and I have to scour through the civilopedia entry to figure out which one is causing the problem.
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