(Or why do I have a hard time forcing myself to get to the mid game).
I really love this mod, but I haven't played a "real" game in awhile. I'll start up a game, and then rage quit before I get to the "interesting" stuff. I think I have the reason pinned down:
The early game is amazingly unforgiving. (This is on Emperor level, I destroyed Monarch so I don't think I'm playing too high. This is on a RI generated map, not the world map).
- You have a hard limit of turn 40-45 to get some type of military unit if you want any land based improvement to survive. Archers show up then, have 3 strength and a first strike. They pillage much of the time (wasting 10-15 turns of work!) before suiciding on your capital.
- Even if you get archers, you need to get them on any hill with improvement. Since archers get a bonus for defending hills, you won't be able to dislodge a barbarian before it pops your mine\winery.
- Militia are worthless because they have less than a 50% win rate due to first strike. I'm not sure what they are for. They are worse than archers in pretty much every single way (except 1 tech earlier).
- If you let your worker not have a military unit on top, those "slinger" 2 move units will capture them before you can notice.
- Because scouts only have 1 str (2x against animals), tigers and boars have better than 50% against them on some terrain.
- Even if you get a scout out early, you have until turn 40 before barb archers eat them.
- You really want scouts though, as each village with gold lets you upgrade a warrior to an archer (60 something).
- You have to wait to the 4 strength scout before you can really scout.
This all points to one of the following:
- Pray for a start with coastal islands. No need to defend land improvements, and they are amazing early on.
- Beeline archery and try to spam 2-3 before turn 40. You have to skip all the other buildings until afterwards unless you don't want upgraded tiles.
- Pray for starts with tiles that are good without upgrades. Things like spice\lemons.
I rarely have trouble early on with the AI. But the early game is really punishing. It also pigeon holes you to rushing military tech too early. Here's how I would "fix" things.
- Make the scout 2 str (with 50% against animals). You'll still get owned when turn 40 rolls around, but an unlucky move won't have animals eat him (he's supposed to be strong vs them).
- Make the animal -> barb transition turn 50 instead of 40, and 60 instead of 50 on lower difficulties. Or, have the first barbs spawned be warriors instead of archers. This way, you aren't facing first strike + hill defense + 3 str archers on your wineries against militia.
I'm half tempted to poke around the xml\python to prototype those changes. Any idea how hard they'd be?
I really love this mod, but I haven't played a "real" game in awhile. I'll start up a game, and then rage quit before I get to the "interesting" stuff. I think I have the reason pinned down:
The early game is amazingly unforgiving. (This is on Emperor level, I destroyed Monarch so I don't think I'm playing too high. This is on a RI generated map, not the world map).
- You have a hard limit of turn 40-45 to get some type of military unit if you want any land based improvement to survive. Archers show up then, have 3 strength and a first strike. They pillage much of the time (wasting 10-15 turns of work!) before suiciding on your capital.
- Even if you get archers, you need to get them on any hill with improvement. Since archers get a bonus for defending hills, you won't be able to dislodge a barbarian before it pops your mine\winery.
- Militia are worthless because they have less than a 50% win rate due to first strike. I'm not sure what they are for. They are worse than archers in pretty much every single way (except 1 tech earlier).
- If you let your worker not have a military unit on top, those "slinger" 2 move units will capture them before you can notice.
- Because scouts only have 1 str (2x against animals), tigers and boars have better than 50% against them on some terrain.
- Even if you get a scout out early, you have until turn 40 before barb archers eat them.
- You really want scouts though, as each village with gold lets you upgrade a warrior to an archer (60 something).
- You have to wait to the 4 strength scout before you can really scout.
This all points to one of the following:
- Pray for a start with coastal islands. No need to defend land improvements, and they are amazing early on.
- Beeline archery and try to spam 2-3 before turn 40. You have to skip all the other buildings until afterwards unless you don't want upgraded tiles.
- Pray for starts with tiles that are good without upgrades. Things like spice\lemons.
I rarely have trouble early on with the AI. But the early game is really punishing. It also pigeon holes you to rushing military tech too early. Here's how I would "fix" things.
- Make the scout 2 str (with 50% against animals). You'll still get owned when turn 40 rolls around, but an unlucky move won't have animals eat him (he's supposed to be strong vs them).
- Make the animal -> barb transition turn 50 instead of 40, and 60 instead of 50 on lower difficulties. Or, have the first barbs spawned be warriors instead of archers. This way, you aren't facing first strike + hill defense + 3 str archers on your wineries against militia.
I'm half tempted to poke around the xml\python to prototype those changes. Any idea how hard they'd be?