Because this topic clearly needs more chefs, another option might be giving Navigation I only to galleys and triremes, to keep the Viking sea dominance in the appropriate place in history?
Tides of War, a balance mod
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(February 15th, 2014, 12:05)flugauto Wrote:That could work, but thematically viking ships were (for a long time) all about speed. They were raiders, plundering weak villages and running off with their loot before defenders could arrive. Maybe Navigation for Galleys instead? Would also be more useful than Navigation for Triremes. But then you run into the circumnavigation problem, where you are all but certain to give circumnavigation to the viking player. It'll be even easier than now, as you won't even need a lighthouse to get the speed bonus. Is circumnavigation usually obtained with work boats or galleys?(February 15th, 2014, 07:01)Catwalk Wrote: Crazy viking idea (probably not suited for this mod): (February 15th, 2014, 12:48)Catwalk Wrote: They were raiders, plundering weak villages and running off with their loot before defenders could arrive. http://en.wikipedia.org/wiki/Great_Heathen_Army http://en.wikipedia.org/wiki/Siege_of_Paris_(885–86)
From random site I googled
Quote:The earliest documented raids by the Vikings began in 793 at Lindisfarne, England. Historians distinguish three phases to the raids. The first phase of attacks was from 790-840. The Vikings used shallow draught longships which were ideally suited for surprise raids on coastal locations that struck terror into their victims. The fleets were small, making a "hit-and-run" tactic of the attacks that could enable the raiders to row away as swiftly as they had come. The attacks were usually seasonal and isolated in small bands. These attacks began along the coastal cities in England and France and continued down along the river communities. The Carolingian Empire was deeply affected by the raids at this time. Frisia and Aquitaine in modern day France were two of the first provinces attacked by the Vikings, Aquitane being attacked by Norwegian raiders returning from Ireland. The most notable attack was on the monastery at Noirmountier. This island monastery was attacked every summer. The monks tried many defenses, but they eventually left the island for safer lands. The trading centers in Frisia, particularly Dorestad, were a favorite targets of the Vikings in 834-839.
Circumnavigation is disabled in this mod. And I don't see why you'd change their UU when you have a perfectly serviceable one available currently.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I guess it's an added feature, rather than fixing a big balance problem. As I pointed out earlier, it may not be suited for this mod. I do think it'd be more interesting, also because there is already another maceman UU.
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. Germany: UU is now the Riesengarde, a Grenadier replacement with 15 strength. Russia: UB is now a university replacement with 1 free scientist. (Looking for a name...) Also planning to change CHA, as 3 happy feels too high. Currently thinking one of the following: +2 happy, -25 XP requirements, double speed barracks and drydock. +2 happy, -25 XP requirements, +1 commerce from palace. Thoughts? (March 12th, 2014, 00:03)SevenSpirits Wrote: NobleHelium and I talked about some improvements to make the most terrible 3 civs worthwhile. 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. (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. 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.
Well, Seven wants to only change the UU or the UB and not both, so I do think the new UU or UB needs to be pretty strong, yes.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
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