I think that this works in Civ5 is a consequence, or rather a necessity resulting from 1UPT.
My point is that there are less units overall in Civ5 so it is sensible to design a combat system where it takes longer to completely destroy a single unit. On the other hand there are more units in Civ4, so individual combat needs to be more decisive.
My point is that there are less units overall in Civ5 so it is sensible to design a combat system where it takes longer to completely destroy a single unit. On the other hand there are more units in Civ4, so individual combat needs to be more decisive.
I don't know, I think high unit costs are one of the major downsides of Civ5.I didn't think about this and that's another mark against the idea. Maybe making units more expensive could solve this? But then it starts to look like a complete overhaul that's perhaps not really needed.
I don't know, I think high unit costs are one of the major downsides of Civ5.
I've thought about this as well.Unrelated to promotions but I really think there's a lot of busywork that needs to be cut out out of unit micro, particularly in the late game.
What I'm proposing is that Harbors act like Airports with Naval Units.
For you simulationists, this eliminates the unbelievability of a Caravel taking some fifty years to circumnavigate,
and for those concerned about game balance, you wouldn't be able to circumnavigate with this as it doesn't reveal the map space in between anyway.
"Sealifting" units carrying Cargo will be unlocked at Drydock.
I was thinking about the use of SoDs. What if every unit in the game made a little collateral damage (say 2-4%)? You would then probably divide up your units along a frontier.
Walls and castles could then partly or fully mitigate this effect.
But I am not creative enough to imagine what this would lead to.
Regarding harbor suggestion. Since units can board transports, would this mean that you could send units across the globe? Sounds cool!
Unrelated to promotions but I really think there's a lot of busywork that needs to be cut out out of unit micro, particularly in the late game.
What I'm proposing is that Harbors act like Airports with Naval Units.
For you simulationists, this eliminates the unbelievability of a Caravel taking some fifty years to circumnavigate,
and for those concerned about game balance, you wouldn't be able to circumnavigate with this as it doesn't reveal the map space in between anyway.
"Sealifting" units carrying Cargo will be unlocked at Drydock.
I should clarify with Quartermaster that it functions as Medic + March, so it heals a stack as it moves.
I dunno, I quite like harbors because at the moment unless you have a starving waste of a town there's not a great deal of reasons to build harbors.
What I'm proposing is that Harbors act like Airports with Naval Units.
Assuming you know that lighthouse and harbour effects in this mod are reversed, that's a quite uncommon idea.
Really? I should clarify I'm not great at Civ, but even then the only effect I ever see of building harbours is the ability to work more kind of useless sea tiles... not really useful unless there is literally a town doing nothing but being tiny and useless or somewhere with big coin modifiers.