Leonidas300
Chieftain
Originally posted by MikeLynch
One more quick question for you, Leo:
What version of Civ are you using? I have found (in MGE, anyway) that having a cost value higher than 20 for any given unit has caused anomalies.
IIRC, the specific anomaly I ran into was that a unit with a cost of like 25 could be purchased for negative Gold. And I'm positive I've read about similar problems somewhere in the online Civ community.
Does this not happen for you? Are you running with the NoLimits patch or some other modification?
Huh, sounds ambitious. Wouldn't doubling their cost mean they have double the original effect on furthering Wonder production? Meaning that, though their Trade function is more balanced, their Wonder function is actually more imbalanced?
Have you considered maybe reDUCing the cost of Caravans and Freight to the extent that their impact on Wonders is so negligible as to be barely worth the hassle? It might also inspire the AI to use them more... but it could be even more unbalancing for the humans......... hmmmm.
MikeLynch:
1) I'm using MGE - I haven't run into that problem you mention about units priced over 20 being purchased for negatve gold. But I will keep my eye on it in future games and se what happens.
2) Increasing the costs of caravans and frights takes them longer to build. Much longer. But you are right about them still being used for Wonders. The solution would be to have their shield value HALVED when used for Wonders. This is the most unbalanced part of the game.
If you reduce the cost then they can be built much faster, thus generating very high levels of trade. In a long game, cities will then have established all their trade routes much faster.
This is one part that needs more testing and work. If anyone has any ideas how this can be edited or changed, I would appreciate hearing about it.