(June 22nd, 2014, 08:10)WilliamLP Wrote: I don't know, my impression is that Krill did just that in RBMod by giving them an economic component as well. AGG having a military component adds a lot of variety and flavor to the game to me.
Aside from the "a lot to learn" problem with RBmod, I also personally have an issue with completely different/new effects being bundled under the same old names. At least with Tides of War, you know right from the start that "Agricultural" and "Productive" are going to be different because they're labelled as such. Here's a brief snippet of a conversation I had a while ago with Seven about this very topic:
Quote:Parkin: I'm not fond of the cultural Barracks, seems like a change for those who dislike the Monument
Seven: apparently it was mostly to give AGG something else
I am not fond of it either, and as you can tell I don't like giving random unrelated abilities to "aggressive" and "protective"
so much so that I'd rather make genghis khan a farmer ^^
Parkin: lol
Yeah, that was the main thing that irked me about RBmod too, the tagging of unrelated things under the same name just for the sake of balance
Plus there were so many little changes and I didn't feel like relearning the whole game.
Well, I guess the basics are the same, but when you've played for years and have all the defaults committed to memory, it's jarring when almost everything changes subtly
or not so subtly
Seven: yup, for example I know there is some sort of late game civic switcharoo with environmentalism being in a different column and having a completely different effect (?)... ugh
Parkin: Ugh about sums it up for me
Though to be fair I didn't mind FFH - if everything changes drastically from the ground up it's all good. It's when things look nearly the same on the surface but everything's mixed up underneath that it's not to my tastes.
Seven: yes, exactly