About civs: why dynasticism is complitely inferior to theocracy? 2exp and double priest vs 2 unit based happiness is not balanced at all.
Dynasticism is more suitable for larger cities.
About civs: why dynasticism is complitely inferior to theocracy? 2exp and double priest vs 2 unit based happiness is not balanced at all.
I really wonder do we play same game at all. Happiness very rarely is a problem and often every city has tons of extra happiness.
I really wonder do we play same game at all. Happiness very rarely is a problem and often every city has tons of extra happiness.
Depends on the civ, really. Play a game as Prussia, and happiness is the biggest issue you will face. Especially now that trading for happiness resources is not worth it (if you cannot offer any in exchange).
How about increasing the strength of the Musketman to 10 and decreasing that of Infantry to 18? Lastly add a new unit: Modern Infantry / Squad Infantry with strength 24, +25% City Combat available at Plastics. It never made much sense to me that after Robotics you can suddenly draft mechanized vehicles.
Also can we please please please nerf Axes or revamp them entirely? How does it make sense that a bunch of thugs armed with axes can consistently wipe out an orderly formation armed with spears, which is what Spearmen represent? It should be the other way around. Axes should be good in forests and cities, spears on open fields and hills. Also Horse Archers don't work as they really did either. Historically they could run literal circles around infantry formations (yes with spears), harassing them with arrows and galloping away before the enemy could so much as scratch them. The best way to deal with them was with archers, which ironically are about the worst unit to use in the game for that purpose.
Proposal for new classical unit balance:
Axeman: 30 Hammers (instead of 35), 4 Strength, 1 Move, +25% Forest, +25% City Strength, requires Copper or Iron
Spearman: 35 Hammers, 4 Strength, 1 Move, +25% vs. Melee, +50% vs. Mounted
Archer: 25 Hammers, 3 Strength, 1 Move, +25% Hills Defense, +50% City Defense, +50% vs. Mounted
Also remove Immunity against first strikes of Horse Archers, heck maybe all mounted units except maybe uniques, they have easy access to Flanking 2 which provides it anyway so it's redundant.
Edit:
Oh and Pikes and Heavy Footmen! Give the former +25% vs. Melee and +50% vs. Mounted and half the latter's bonus vs. Melee to 25% instead of 50.
Golly gee, if only someone else had already proposed a revamp of classical unit balance.
Oh wait, I did:
I don't agree with the traits. For example fomration (spearmen) was an easy target for flank attacks. It should recieve malus against chariots, not bonus.
Would it be worth presenting Russian civ in this mod not as pan-East-Slavic civ, but as Muscovy? Historically, it seems more fair. Especially, if it would be a split to Kievan Rus' and Muscovy
For example: Muscovy starts in 1380 and have new UP "of Continental Superpower" (UP "of Aspatial Culture"): Troops can claim vacant land close to continental borders (tiles should be added to the territory by simply putting troops to any tile next to continental border for at least 1 turn, remain 0% russian and be lost if nearby russian city is captured or if tile is culturally annexed). If you consider to imply something like this, I think it would be also great to add 25%-100% chance of native people uprising in the tile, annexed by russians with this UP, and add more resources in Siberia
What do you think?
1. As I said before, making Indochina fatter so Thailand and Cambodia can exist at the same time (I am rather asking for an opinion here).
Although Thailand and Khmer still cannot coexist, given that Ayutthaya and Angkor exist on neighboring tiles.Already been done in the beta versions of the game.