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A new mod enters the ring - Introducing "Close to Home"

Charriu Wrote:Changed 'Buildings built' to 'Buildings current' in statistics screen
multidance
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Quote:New Leader and Civ:
Sid Meier of Firaxis, which have no traits, no starting techs and no unique anything

I know this is meant to be a joke/challenge mode, but I think starting without any techs might hurt this more than not having traits/uniques :S

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I didn't know which techs to put in. But the nice thing is this can be done by the mapmaker. I presume it could go this way.

- Somebody gets this combo
- They then decide which two techs to start with
- Mapmaker then puts those two in the WBSave file
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Flanking promotions are little-used, right? How about buffing their effect?
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Another couple of thoughts that likely go beyond the Close-to-Home remit

-Alphabet is still overlooked while Currency completely defines gameflow. Under PB70 rules it can't be used to train spies or trade techs so this tech does NOTHING until it is relevant as a stepping-stone.
How about giving it Open Borders, or moving the Market from Currency to Alphabet (which I think would fit fairly well thematically)

-Axemen totally dominates the military of the early part of the game. Which isn't necessarily a bad thing in general, the way they interact with Archer-Chariot-HA is absolutely fine, but don't you think they stomp on Spearmen slightly too hard? And in particular, the reason Swordsmen are still an almost entirely irrelevant unit is because of Axemen countering them while being cheaper, earlier, and the standard unit.
Maybe all Axemen (inc dog soldier and vulture) could have a 25% reduction to their anti-melee bonus (which would justify making Praets 7 Str). Alternatively, maybe Swordsmen simply need a bigger buff if they are to make them exist in the 50%-melee-Axeman world. Since the sword is a weapon particularly associated with the warrior caste, you could justify them starting with +2 XP. Or you could bump their Strength from 6 to 7 (while leaving Praetorian unchanged in a tacit nerf).
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Or you could make Swords cheaper wink
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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The whole axe/spear/sword scenario isn't really realistic. The mainstay weapon of that period was the spear, in various incarnations. Even the appearance of heavily armored knights and gunpowder didn't change this; see the "pike and shot" formation for how they interact.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Spears were the main weapon, but not because they were the ”best“ weapon.
Spears need little metal (only the tip) have a good reach and are relative easy to train. A spearwall is a strong formation too.
But if any other melee weapon could go near the spearmen, the spearmen has a disadvantage.
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That's not correct. A short to medium sized spear has a distinct advantage vs a sword. Heavy armor and large shields change the equation somewhat though.
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As far as staying Close to Home I don't think any changes are needed. That being said I recently teched Alphabet early to build research to currency. Also, under build spears at your own risk. I can also think of three of my own recent games and I'm sure there are more where chariots have mowed down opponents with too few spears. As far as swords, I like them and have built them, but only when I KNOW I'm going to be assaulting a city. The problem is a lot of battles happen in the open or MAY happen in the open. That being said, they actually stay relevant fairly long if your opponent is huddling behind longbows they are a cheap sacrifice unit to break.
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