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- User Since
- Jan 13 2017, 11:02 PM (215 w, 3 d)
Sat, Feb 20
Jan 29 2021
Maybe reduce vision range for infantry only, so cavalry is more focused on utility (scouting) in early game.
I'd experiment with different values and even try 7.5 base movement speed (would make maps 20% larger effectively)...
Jan 19 2021
Sorry, I have not been aware of it. In that case I'd raise upgrade costs.
E.g. 150 stone, so the player could decide if he wants to save build time and building space and invest stone or build another house with wood only.
I think we have reached a good compromise.
Houses will still be used in village phase, apartments from town phase.
Do you think it is balanced?
+40% total attack increase vs. -20% effective health decrease?
That means they are now about 20% stronger in 1v1 melee combat...
Jan 18 2021
As the author of one of the forum discussions you mentioned in the descriptions, I like that change, too.
If it turns out to be OP (what I do not expect), we could e.g. remove one of the citizen spearmen at start for exchange.
Jan 17 2021
What about the following, then:
|light ram||medium ram||heavy ram|
Probably garrison capacity should be adjusted as well.
I have not read complaints so far about Carthage being overpowered, so I don't expect this change to change that considerably (also having the town phase delay in mind)... If you like to make it a bit more difficult to build apartments, I suggest raising the build time modifier from 1.5 to 2
Following realism, I'd adjust both health and damage.
However, distinguishing by health alone seems to be the choice for a clean gameplay design.
So we all agree that normal houses remain what they are (10 pop), right?
I would be okay with town phase also.
I second @borg-
However, instead of 200 wood and 50 stone (-17% cost), I'd prefer 100 wood and 100 stone (-33% cost), since they are available only in city phase where you already have built a considerable amount of houses, so the average cost reduction including regular houses is way smaller.
I came up with another interesting mechanic:
True, that would clearly be outside the scope of this patch and require one of the core developers... Consider it as brainstorming
Jan 16 2021
See my previous message.
Thank you for your work!
I like the intention of this patch.
However, 7 different classes of rams seems a bit too much to me. I'd rather suggest having three classes of rams:
- light ram with -25% cost/health (-20% if too much of a nerf) and +10% speed
- medium ram unchanged
- heavy ram with +25% cost/health (+20%) and -10% speed
To me, "Will to Fight" always felt as the super late game tech par excellence, meant for the finishing blow. If having a temporal effect (about 3-5 minutes), I could even imagine it being more powerful (additional defensive bonuses), giving you a boost similar to a Titan in Age of Mythology or the Ragnarok God power (turning all your gatherers into strong fighters).
As the wonder fulfills a similar role, @Nescio's proposal sounds reasonable to me.
Why not +10 pop for houses and +20 pop for apartments (adjusting cost and build time accordingly)? That would follow/expand the logic of the house pop of other civs (+5 / +10).
+15 is not exactly doubling +8 and neither of them is comparable straight forward with other civs...
Dec 29 2020
Dec 4 2020
Dec 3 2020
Sep 13 2020
Sep 10 2020
May 21 2020
I think this kind of stuff is something for cheats...
Great to see my work from #3786 continued :)
Mar 18 2018
Apr 17 2017
Apr 14 2017
One question regarding map design: Would it be possible to make the river meandering a bit and give the islands a lengthy shape adjusted to the current? Would look much more like a river then...