45°38'N-13°47'E
Deity
Vokarya, I was wondering, isn't Aircraft Carrier a bit too big? It looks bigger than most ships, even bigger than Supercarrier. Can we reduce a bit its scale?
45°38'N-13°47'E;13822770 said:Vokarya, I was wondering, isn't Aircraft Carrier a bit too big? It looks bigger than most ships, even bigger than Supercarrier. Can we reduce a bit its scale?
Two little suggestions:
Although Hwacha has no starting promotions, its +1 speed over catapult would make it reasonable to give it a longer lifespan, as it was discussed earlier. I guess Vokarya had just forget it. But if it is intentional than it is okay.
Shaolin monks upgrade to musketman (I guess) but it would make more sense to put it into the scout line since it is not an offensive unit but for support purpose.
I can build the 125+ str Siege Droids without the 90'ish str Walkers ever becoming available, and neither seem to require a Mech Assembly Plant to build but the relatively weaker units do.
Is that intentional?
Two little suggestions:
Although Hwacha has no starting promotions, its +1 speed over catapult would make it reasonable to give it a longer lifespan, as it was discussed earlier. I guess Vokarya had just forget it. But if it is intentional than it is okay.
Shaolin monks upgrade to musketman (I guess) but it would make more sense to put it into the scout line since it is not an offensive unit but for support purpose.
Do you think Medic III needs any additional restrictions? I noticed in playing recently that it was very easy under the right conditions to jump from Medic I to Medic III, which might be too strong. This can apply to any Aggressive or Protective leader capable of generating 10 XP (8 if Charismatic, but not unthinkable generally), or any Humanitarian leader with 5 XP for Recon units, or Shaolin Monks with 5 XP, or any unit produced alongside the Colosseum with 10 XP. In regular BTS, Medic III requires Led by Warlord, so you're not getting that without a Great General. I'm thinking Medic III might need to be restricted to Antibiotics. What do you think?
What is the point of recon units past the adventurer? They just seem unnecessary.
I'm ok with unlocking Medic III with a later tech, but please do not make it Warlord-exclusive.
Mobilization is supposed to be a "total war" civic, where you sacrifice just about everything else to get units onto the battlefield. I wanted it to allow a few military and production facilities, but it should be very difficult to build anything else. Maybe we should increase the penalties more?
I was speculating a bit last night, and I thought up adding this to Mobilization:
- Additional -10% culture
- -10% science
- -10% Great Person Production
- Increase the base hammer penalty to -75% and the base production bonuses to +250%; the bonus part has to be high because the penalty is applied first, then the bonus after the penalty is applied, so you need a bonus of at least twice the penalty just to get back to neutral. -75% base hammer production might be too much though.
I'm not sure it's the correct solution but having no other suggestion, go for it. Worst case we'll look for another solution.Did anyone have any thoughts about this? I'm going to be releasing a build sometime soon and I would like to add this to the changes, but if it isn't liked, I won't.