(March 12th, 2014, 00:19)Ceiliazul Wrote:(March 12th, 2014, 00:03)SevenSpirits Wrote: NobleHelium and I talked about some improvements to make the most terrible 3 civs worthwhile.
America: UB is the Frontier Post, a Grocer replacement available at Gunpowder + Guilds which has two free merchants.
Interesting! That's the only building with dual tech needs... but VERY powerful! Maybe cut the gunpowder and leave it with 1 merchant?
Germany too: Str 15 gets odds on rifles even on defense, and with promos can go toe-to-toe with cavs? I'd have to see it in practice but that seems like a big deal.
I like bts CHM to be honest. Agree +3 happiness is too much in the early game, not sure how to fix it.
Here's my thinking. Cataphracts get +20% strength on an awesome, 2-move unit. This gren replacement gets 25% strength on an often-skipped 1-move unit - the unit that's basically got the least going for it of all its comtemporaries (cannons, cuirassiers, riflemen, cavalry). I think this level of strength boost is what's needed on a UU, to make a civ decent. Another option was to go the route of giving it a good UB, and that's easier to do because good UBs don't hurt sensibilities so much. But we had a UU idea, so there it is. The counter to this unit is cannons. After hitting the stack, riflemen/cavs/cuirs/grens can mop up.
Aqueducts actually require math and masonry, and there might be other buildings like that, I don't remember. Anyway, it's like that for thematic reasons. Just adding a merchant specialist is reasonable too. I was trying to avoid being too bland and anachronistic.