One thing I think should be changed are the early wars. Fighting in the early game should be easier. Also naval units should be cheaper since swordsmen, musketeers and riflemen can attack from the sea.
Anything else or maybe not what I suggested?
The signups for LT35 will be opened soon, what to change from LT34?
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- Lord_P
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I think the two factors effecting early war are; the rate of scientific advance and the cost of units. Because to do any kind of early warfare you need to build enough units and send them to do there thing before they become obselete or innefective.
If research proceeds too fast the window of opportunity when, for example swordsmen, will be effective is so short that it is better to just invest in research and growth rather than try to do take territory.
Personally I found the speed of research in lt34 about right and did lots of viking style raids, but I also had v high production. If you want more of this maybe increase all research costs a bit (to make the ancient era longer) or give all cities a slight shield bonus/multiplier (to build stuff faster).
I would love to have a long-longturn game lasting about a year with slower change in unit types and more of them in play.
If research proceeds too fast the window of opportunity when, for example swordsmen, will be effective is so short that it is better to just invest in research and growth rather than try to do take territory.
Personally I found the speed of research in lt34 about right and did lots of viking style raids, but I also had v high production. If you want more of this maybe increase all research costs a bit (to make the ancient era longer) or give all cities a slight shield bonus/multiplier (to build stuff faster).
I would love to have a long-longturn game lasting about a year with slower change in unit types and more of them in play.
- maho
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- Lord_P
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That would be interesting but some variety of units would be nicer. Maybe first two rows of tech and then very, very slow research for anyone who wants to try and get more. It would level the playing field and make the game totally about strategy with units rather than city development.
I had another similar idea; No reseaech but when the game starts all players are given the same number of bulbs in one lump sum. This amount will random ranging from enough to only research ancient stuff or to get all the way to spaceship. Players must then choose how they will use their bulbs, and when. (It would be no good to be too advanced at the start, you wouldn't have enough production to make anything. But by setting no research goal it will stay paused until you want to use some more bulbs). So everyone can reach a similar level in the end with some room for specialisation and after that its what you do with the tech you have that matters.
I had another similar idea; No reseaech but when the game starts all players are given the same number of bulbs in one lump sum. This amount will random ranging from enough to only research ancient stuff or to get all the way to spaceship. Players must then choose how they will use their bulbs, and when. (It would be no good to be too advanced at the start, you wouldn't have enough production to make anything. But by setting no research goal it will stay paused until you want to use some more bulbs). So everyone can reach a similar level in the end with some room for specialisation and after that its what you do with the tech you have that matters.
- maho
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Very very slow reasearch mans that one who finally reach archers, is like fighters owner in muskeeters time .
From other side, it's risk trying vey much to research and somenone can smash him with workers.
Your second idea is interesting. If we add to id, that bulbs will be worth more in future than in beginning, because techs become cheaper, things would be very interesting. From other side - complicated and looking rather like roulette and blackjack than bloody game.
From other side, it's risk trying vey much to research and somenone can smash him with workers.
Your second idea is interesting. If we add to id, that bulbs will be worth more in future than in beginning, because techs become cheaper, things would be very interesting. From other side - complicated and looking rather like roulette and blackjack than bloody game.
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"Your second idea is interesting. If we add to id, that bulbs will be worth more in future than in beginning, because techs become cheaper, things would be very interesting."
Didn't we already have this with LT34? I was constantly switching between max tax and max sci in the early game. I just wasn't able to decide what would have been the optimal strategy. Now when I think about it, Lord_P's suggestion is almost the same we had with LT34. Either you researched the bulbs or saved the resources and used the gold for improving your economy while waiting for the techs to become cheaper. Would you like this to be changed?
Didn't we already have this with LT34? I was constantly switching between max tax and max sci in the early game. I just wasn't able to decide what would have been the optimal strategy. Now when I think about it, Lord_P's suggestion is almost the same we had with LT34. Either you researched the bulbs or saved the resources and used the gold for improving your economy while waiting for the techs to become cheaper. Would you like this to be changed?