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(July 4th, 2015, 16:52)GermanJoey Wrote: Obsoleting at Rifling sounds fine; its not like muskets were already overpowered or anything.
Thinking about how this affects UB though...Greece is still fine and Maya isn't unduly affected but Babylon would need changing. Will have to check that build modifier stuff in the XML when my shift ends...
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Question: what do people think about putting Merc at Constitution and Rep at Nationalism.
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Toying with the idea of changing Colosseum from the + %age military production to an XP bonus on certain classes of units. Largest issue is that it means the Stable really needs to be hanged as well though. Something along the lines of:
Colosseum: +3 XP to melee, archery, mounted, siege units, +1 happy, +1 happy per 20% culture slider, cost 120 hammers. Requires Construction. +100% production with Charismatic.
Stables: Free Flanking 2 promotion to mounted units, cost 40 hammers. Requires Horseback Riding. +100% production with Aggressive.
Thoughts?
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July 13th, 2015, 19:15
(This post was last modified: July 13th, 2015, 20:13 by GermanJoey.)
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You could get C1 CR3 praets and zerkers without using settled GGs with this... I like the +% production modifier better, seems less likely to break shit.
edit: lets see, what else could you break with this:
A = Aggressive
P = Protective
2VT = must have two of the following: Vassalage, Theocracy, Cha, or a settled GG
1VT = must have one of the following: Vassalage, Theocracy, Cha, or a settled GG
- Celts: instant CR3 G2 Gaellics w/ 2VT
- Rome: 6XP Pratets at Construction means Praet+Cat rushes are back on the menu; you won't need Agg anymore to take shock for Axes.
- America: UB allows 4 promo units w/ just 1VT and Agg or Pro. e.g. CR2 Maces upgradeable into CR2 G2 Minutemen w/ 1VT
- Mongols: UB allows 4-promo units with just 1VT
- Vikings: horses would immediately be able to take Sentry and Mobility if built in a city with a Trading Post. CR3 BERSEKERS WITH 2VT
- China: instant Drill IV CKN w/ P + 2VT
- Japan: instant Drill IV Samurai w/ 2VT, particularly interesting since they can build these at Feudalism now
- NA: use Totem Pole to make Drill IV Longbows/Xbows -> Rifles w/ P + 1VT
- Aztecs: instant WIII M1 Jaguars w/ Agg + 2VT
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(July 4th, 2015, 17:05)Krill Wrote: I don't really understand what the complaint re: first two weeks is. Those 2 weeks scouting and tech choices define how games play out. I mean I understand the impatience but not anything else.
You'd lose something, I agree, but the question is if you can keep that to a bare minimum while speeding up the start of the game.
I mean, think about it.... it seriously takes so ridiculously long to set up a game of multiplayer civ4 pitboss. First, you gotta get the game started, either signing up in someone else's thread or making it yourself. It's gonna fill up fast except for that last slot, which will take an extra week to fill for god knows what reason. Now you've gotta haggle about map settings, then wait for the map maker, and then do the snake pick, and then finally wait for the game is hosted. That might be a 2 week process if you're really lucky, but we've definitely had games where that's taken almost 2 months. Ok, now the game is up. You've probably simmed to death already before/during the snake pick, so you're move your scout around and pressing end turn while waiting for your worker. Now the worker is up, you improve the first few improvements according to your sim. What was it I do this turn? Oh yeah, now I do this. Fast forward to T30ish and you're finally making your first real dynamic decisions in the game based on what you see in the real map... 2-3 months after you first signed up. That's totally freaking awful.
Now, imagine a game where a.) you had no Exp leaders, b.) you had a guarantee of no seafood starts, and c.) the capital BFCs are designed so that it is obvious not to move. Conditions b.) and c.) aren't too uncommon in games setup here. Anyways, under all three conditions, we could fast-forward to turn 12, and give everyone a worker standing on their capital and let them pick a first-row for free. (perhaps just out of hunting/agriculture/mining/TW) On top of thse, we could do random leaders and civs, and all of a sudden we've shaved the time before the players get to make a dynamic decision from 2 months down to 1 month. Better yet, the second half of that single month is where you'll do your sims, so won't have a lot of "dead time" where you're just sitting around waiting for the game to advance to the point where stuff can actually happen. The game's pace will feel a lot more even.
I dunno, it could be a dud but I think it'd be worth trying at some point.
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I'll reply fully when I get home but this is another option.
1xp on melee mounted archery siege. 2 happy and d the culture slider for 80 hammers
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tl;dr If building balance is in a reasonable state, then it makes sense for hte Colosseum to be a good building for CHM but not for others.
XP that does not lead to a [promotion is effectively useless. 1XP for certain unit classes gives CHM a new promotion but not others.
+2 happy on a cheap building makes early Construction more viable, definitely for CHM, and potentially for happy starved leaders (compare to Hammam valuation for none-EXP leaders).
Ergo +1XP for Melee, Archery, Mounted, Siege units makes the Colosseum good for CHM for useless for other leaders, but hte happy provides a base value to the building. The +1XP to Melee and Archery because less valuable as the game goes on and also provides an interesting beeline target.
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I like it; its worth a shot, at least.
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I'll have to pass through the UB again. Stuff like lowering hammam to 80 hammers and the ball court and odeon need changing. Nothing strenuous.
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Could have Stable give +2 mounted XP, Colloseum +2 melee XP, Walls +2 Archer XP .... Castle +2 happy w/ Vassalage
Barracks +3 XP, Heroic Epic +100% mil prod (no unit lv requirements), Military Academy +50% mil prod and free Drill1.
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