Suggestions and Requests

"Risk" seems more appropriate than "chance", since "risk" suggests that what might happen is bad, which obviously a nuclear meltdown is.
 
There was a thread a while ago about near impossibility for Mayan UHV even on low difficulty. v 1.12 updates need to address this somehow. 40% discount before Medieval Age and 20% discount during Medieval Age would place the last HV within the reach.
 
Rename the knights to "heavy horsemen". The reason is that the former name is too eurocentric. Having knights as Poland is ok, but having knights as Ethiopia, Persia or China, isn't ok enough.

Take the +1:traderoute: and +25%:espionage: off the castle. Currently castles are too powerful and suitable to build in cities that it shouldn't be. For example Ethiopia can take benefit from building castle in Axum, even if Ethiopia controls Egypt, Sudan, Arabia and Zanzibar.

Castles did help the trade routes system of a city, via protecting the existing trade routes. Cities with castles can send some units to destroy the pillagers (without worry for city defence), preventing them to destroy the roads that connect the city to the trade network. In other words, if city face no invasions castle should have no effect.

I agree with extending the mayan UHV to medieval age too.
 
What we discussed in other mods regarding castles:

- Make castles required to build knights/heavy horsemen/armoured horsemen/heavy lancer
- Require X buildings (barracks? stable?) for every castle built

Unsure how the AI would handle this. So maybe only the Castle requirement. If that is not maybe too much too.
 
2 quick requests: 1) Enlarge China's historical area to match modern day China's territory at least. It feels very wrong to have Manchuria be historical for Japan but not China. 2) Buff Oases. They're useless, at least make them provide 2 commerce instead of 1.
 
That's right, I never understood why Rhye nerfed them.
 
Scientific method should require education.
 
Take back what I said about Babylon not needing a nerf. The Babylon AI is waaaay too powerful right now. I've seen them with Longbows by turn 100. They also have the annoying habit of always beelining for the Oracle. The AI should be discouraged from researching Priesthood and from beelining.
 
If you capitulate a new civilization, please stop the "People leave to join the newly rising civilization" mechanic.
 
Take back what I said about Babylon not needing a nerf. The Babylon AI is waaaay too powerful right now. I've seen them with Longbows by turn 100. They also have the annoying habit of always beelining for the Oracle. The AI should be discouraged from researching Priesthood and from beelining.

But they beeline Monarchy so Priesthood is inevitable. Nerf AI Babylonia tech rate and make them less interested in researching Bronze Working. If you don't nerf their tech rate they'll probably go found Zoroastrianism when restricted from beelining Feudalism.
 
Also, why is Metal Casting so hard to research? I think, in relation to how much beakers you produce at that era, it is the hardest technology to get. It makes civilizations that start with it at that much of an advantage.
 
Buff Oases. They're useless, at least make them provide 2 commerce instead of 1.
What about a well improvement that improves the oasis. This would make them more like flood plains.

Gandhi and Hannibal shouldn't be leaders of civilizations. They should be great people since neither ruled a country.
 
They both led their civilizations
 
Add 100 more turns in the game. For example:
3000BC-600BC: 100 turns, each turn=24years
600BC-400AD: 100 turns, each turn=10years
400AD-1400AD: 100 turns, each turn=10years
1400AD-1700AD: 100 turns, each turn=3years
1700AD-1900AD: 100 turns, each turn=2years
1900AD-2020AD: 100 turns (1900-1940: each turn 2 years, 1940-2020: each turn 1 year)
 
Add 100 more turns in the game. For example:
3000BC-600BC: 100 turns, each turn=24years
600BC-400AD: 100 turns, each turn=10years
400AD-1400AD: 100 turns, each turn=10years
1400AD-1700AD: 100 turns, each turn=3years
1700AD-1900AD: 100 turns, each turn=2years
1900AD-2020AD: 100 turns (1900-1940: each turn 2 years, 1940-2020: each turn 1 year)
Have you tried Epic or Marathon?
 
Have you tried Epic or Marathon?

I don't speak about more turns in general but balancing. In normal speed classical era has too few turns, while in industrial or modern era there are many turns. Rebalancing only 500 turns isn't enough, 100 turns per era in normal speed is ok.

In marathon and epic speed all turns are multiplied the same, so the classical era is expanded, but the modern era is expanded too to the point each turn is a month!
 
Implement the unit ejection function from RFCE when an independent city spawns. If a unit is located on the tile of spawning, the city is founded and the unit is pushed outside the city border.
 
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