uncarved block
Prince
- Joined
- Jan 25, 2006
- Messages
- 351
The smallest thing I'd like fixed is the way AI flags pop up for a second after the unit loses a combat (especially the Animals)-- it always makes me think there's another unit 'under' the first one when there's not.
I think Protective would be a lot more popular trait if the AI was programmed to prioritize taking cities rather than just pillaging. Maybe it's just because I'm on Noble, but the AI really seems to be playing with kid gloves when it comes to conquering. Trebuchets are a bit like Armies in Civ3 right now-- they're overpowered because the AI can't use them effectively. (If this doesn't hold at the higher levels, let me know.)
Wild hair idea: move the Explorer to be enabled by Iron Working. What is the unit but a Scout with weapons? Maybe reduce the strength to 3, or even 2, but for G-d's sake, let's get the unit while there's still exploring to be done.
Otherwise, I'm really happy with the expansion, and think only a few tweaks are needed to make it even better.
I think Protective would be a lot more popular trait if the AI was programmed to prioritize taking cities rather than just pillaging. Maybe it's just because I'm on Noble, but the AI really seems to be playing with kid gloves when it comes to conquering. Trebuchets are a bit like Armies in Civ3 right now-- they're overpowered because the AI can't use them effectively. (If this doesn't hold at the higher levels, let me know.)
Wild hair idea: move the Explorer to be enabled by Iron Working. What is the unit but a Scout with weapons? Maybe reduce the strength to 3, or even 2, but for G-d's sake, let's get the unit while there's still exploring to be done.
Otherwise, I'm really happy with the expansion, and think only a few tweaks are needed to make it even better.