September 23rd, 2020, 11:08
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Can you rephrase what you mean with the flag in #5? Is the flag applied to the privateers or nonprivateers?
September 23rd, 2020, 11:23
(This post was last modified: September 23rd, 2020, 11:23 by NobleHelium.)
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OK, are you saying that privateers would be changed such that they can pillage and blockade (and thus plunder) without declaring war, but they can't attack units? So they function as they do now minus the ability to attack units in peacetime. However other units would be able to attack privateers without declaring war. If the owner of the privateer declares war, then privateers can attack again? If I'm understanding this correctly this might be a decent solution. Would have to think about it some more.
September 23rd, 2020, 11:37
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(September 23rd, 2020, 11:23)NobleHelium Wrote: OK, are you saying that privateers would be changed such that they can pillage and blockade (and thus plunder) without declaring war, but they can't attack units? So they function as they do now minus the ability to attack units in peacetime. However other units would be able to attack privateers without declaring war. If the owner of the privateer declares war, then privateers can attack again? If I'm understanding this correctly this might be a decent solution. Would have to think about it some more.
Exactly this. But I need more time to do this. So for PB55 and version 1.5 it's not doable in time. Therefore for that version I remove hidden nationality for the mental sanity of my beloved players.
September 23rd, 2020, 12:31
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Can we have an option to turn off the ability to build spies? I think it would help in no spy games.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
September 23rd, 2020, 12:36
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(September 23rd, 2020, 10:15)Mjmd Wrote: As the person hogging India.... let me just say they are really addicting and fun. How many turns do you have to save walking onto a forest or an unforested hill to save both the initial build turns and turns from missed growth? It can't be that many (5?). I will say in PB52 I definitely felt obliged to take Imperialistic to make up for it. I would say leave the cost at 70 and if no one picks them for another 2 pitbosses reduce it to 65. Now you can make the argument that other civs get units that over perform, but I would still say should at least be 65. Workers are the most important unit in the game, just like granary is the most important building.
Think you're underrating the snowball effect of getting them a turn later to start with. If you get them a turn later, you might get that turn back sometime soonish, but other things where the FW doesn't benefit (like hooking most foods) are going to happen a turn later, which will snowball into things like cities growing a turn later, future builds happening later, etc. I would estimate at 70h they're straight-up worse than regular workers.
September 23rd, 2020, 12:51
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I would absolutely play India with the Mobility Workers at 60h. No way would I consider them at 70h.
September 23rd, 2020, 13:40
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Agree with scooter and Commodore re: fast workers.
I've got some dirt on my shoulder, can you brush it off for me?
September 23rd, 2020, 14:35
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(September 23rd, 2020, 11:37)Charriu Wrote: Exactly this. But I need more time to do this. So for PB55 and version 1.5 it's not doable in time. Therefore for that version I remove hidden nationality for the mental sanity of my beloved players.
Would you also be able to patch that into PB 54 (and possibly 52 and 53), say, together with the corporation executives bugfix?
September 23rd, 2020, 14:40
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(September 23rd, 2020, 14:35)Miguelito Wrote: (September 23rd, 2020, 11:37)Charriu Wrote: Exactly this. But I need more time to do this. So for PB55 and version 1.5 it's not doable in time. Therefore for that version I remove hidden nationality for the mental sanity of my beloved players.
Would you also be able to patch that into PB 54 (and possibly 52 and 53), say, together with the corporation executives bugfix?
I can't say for sure now, as I don't know exactly how the implemenation turns out to be. What I can do and should be fairly easy to do is removing the hidden nationality from privateers there.
September 24th, 2020, 00:16
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Yeah that's what I meant. And just for the reason that hidden nationality really doesn't work in simultaneous. Of course game mechanics should be changed as little as possible after a game starts, justified only if it's necessary to keep it playable (or well, evident bugfixes)
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