Luddite, basic point: defend better. There is an argument that everyone should have a scout start so there are no issues about getting choked by a starting warrior, but that makes more sense than messing about with the combat mechanics.
I think in Civ Call to Power the Human Genome Project [HTML][/HTML] wonder made all of your troops have 11 hit points instead of base 10 (and also gave a production bonus, but that's irrelevant)
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Krill Wrote:Luddite, basic point: defend better. There is an argument that everyone should have a scout start so there are no issues about getting choked by a starting warrior, but that makes more sense than messing about with the combat mechanics.
How do you "defend better" against someone who gets lucky and wins a 2v1, or wins attacking your unit fortified on a hill forest, or wins with a chariot against a spear?