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UHV balance/feedback

Discussion in 'RFC mod-mod: Classical World' started by srpt, Aug 2, 2013.

  1. srpt

    srpt Deist

    Joined:
    May 10, 2010
    Messages:
    2,025
    Location:
    Toronto
    mispost
     
  2. Numancio

    Numancio Chieftain

    Joined:
    Jul 11, 2014
    Messages:
    8
    The Qin goals are pretty simple but a bad economy and slow growth of cities initially due to unhappiness makes one fail just a wee bit after the dates. The terracotta army can be finished around turn 65, probably earlier if rushed for right away, but that would make it more difficult to defend newly captured cities. Perhaps one or two more starting units would help with the conquest goal, since bad luck might hit and roaming independents will just reconquer the southern cities.
     
  3. Rod

    Rod Chieftain

    Joined:
    Sep 22, 2004
    Messages:
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    Location:
    Munich / Germany
    Pontus on Emperor :

    All 3 UHVs : very fine
    Pontus is totally awesome, You can really build a superpower based just in Asia Minor, despite Asia Minor not exactly being the most fertile spot. Developing Ephesus is great fun.

    Gökturks on Emperor:

    1st and 2nd UHV : very fine, in fact it is damn fun to move your overpowered Turks into China and develop all these rich lands while coming from the steppe.

    3rd UHV : doable, but tedious. See if you have such a large empire then stability is always an issue. Hence at some point you simply cant declare war no more, otherwise your most important Chinese cities (which are basically paying for all these poor steppe cities) decide to leave you for good. Hence to get the last 1% you need to settle the most stupid spots in the middle of nowhere just to expand the land. This is neither pleasing to the eye (all these "city" everywhere) and it is also no fun, because it feels like not doing what is good but rather just what is necessary.

    Maybe Control 6% instead of 7% would be more fun.

    Tibetans.

    all 3 UHV : fine

    Actually the strategy for Gökturks and Tibetans is just the same. Move into China early and develop Chang'an. In fact Chang'an is even more important for Tibet as it is the only reachable spot for Iron (next to Ji). Samarquand is too heavily fortified with its hill and all and besides no sane person wants trouble with these White Huns. This is my criticism. Historically the Tibetan Empire held Chang'an only for 15 days in its history and never reached Ji (or Samarquand). Still in order to build your Unique Unit (Kampas) you need Iron ?
    Maybe it would be better to change Kampas to Copper as Copper is available in Kashgar and in the south-east of Tibet?

    Btw. In the east of Tibet there is a spot with deer and fur. However the only good spots for a city in this area (which also have some access to Chinese grasslands) are not to be settled until blast furnace as they are hills covered in forest. This is somewhat unsatisfactory as a bad city just for access to fur and deer doesnt make much sense.
     
  4. srpt

    srpt Deist

    Joined:
    May 10, 2010
    Messages:
    2,025
    Location:
    Toronto
    I couldn't open those saves and Khampas no longer require iron so you must be using the old non-svn version right? it will be replaced today.

    lowered the Gokturks 3rd goal to 6%
     

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