DC123456789
Deity
Among a number of other problems, wouldn't the Huns only exist for like 10 turns or something like that...?
~370 AD - 469 AD. I don't play Marathon, but that still seems like a tight fit for UHVs.Among a number of other problems, wouldn't the Huns only exist for like 10 turns or something like that...?
From what I understand is that Huns mostly were Turks with influences from Mongols and Finnish cultures or something. I dont think the situation should be changed but if it was, it would go to change the Turkic civilization.I mean, they can kind of be included if we were to go with the "Huns and Xiongnu" theory by including the Xiongnu with a Hun dynamic name or UHV goal, but that just extends it from 10 turns to 40 turns, 70 turns if we interpret the later Xiongnu states as a collapse to core.
My question is, would it be possible, both within the game engine and within your vision for the mod, to allow for military units to found cities?
planting of veteran colonies is a strategy used by expanding empires to quickly assert control over conquered territories? This would potentially speed up the Roman UHV
You forgot to mention that you also need permit 838 from the house that sends you madLegion: Can build Roman Roads and be sacrificed to found cities (req Tech: Engineering). To found a city, a Legion needs to be Level 3 (10XP) and be fully fortified in the spot. The new city gets a barracks, but has only 50% commerce and food output for 20 turns (temporary "military foundation" building).
If the concern is that there are too few cities, then maybe a simpler solution would be for more independent city spawns.
I think settlers are enough, and even if it could, only certain units should build them at certain areas. For example, Rome's UU already builds special roads so adding that ability would make it OP. As Leoreth said, we are not aware of its side effects, doubt the AI would use that ability since they don't even use settlers to update their old cities.