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supermarket

Posted: Mon May 29, 2017 12:34 pm
by mmm2
what do you think about moving supermarket to marketplace, and then make supermarket double bonus?

propose:

marketplace: normal effect + 1 food bonus for irrigated tiles
supermarket: +1 food for "farmed" tiles

workers: free support? it seems in past games want to build many more workers, but running out of shield support. this way, don't have to worry about micromanagement, especially resupporting workers so that all cities don't support more than 2 units or 3 with zeus (annoyance to have to reshuffle and rehome always)...

also maybe lower defense bonus of workers from 10 to 3 and engineers from 20 to 6, because they will rapidly get promoted increasing defense (this would stop players from using workers to defend instead of phlanxes, especially now if free support)...

Posted: Thu Jun 01, 2017 5:38 pm
by wieder
That would allow the cities to grow every turn once you have built the marketplaces and reached size 8-12. I think it would be too much. Instead we could allow supermarkets at an earlier time. However I'm not sure where to move refrig on the tech tree.

Worker defense has been working reasonable well in the past. They are now actually kind of militia units corbeau requested on some other thread.

Posted: Thu Jun 01, 2017 9:42 pm
by cgalik
I actually think worker defense works too well, but not sure how to solve that? If could get worker defense to be worse like a diplo? Then could do zero upkeep for workers, which would be nice. After all, even a really experience guy with a shovel shouldn't be a match for a musketeer. :) Even if they are fighting uphill. lol

Posted: Fri Jun 02, 2017 1:52 am
by mmm2
how about to make workers free support + less defense? If you give them 4 attack/defense, they will quickly get to 10 with vet upgrades anyway.. they should never be stronger than phlanx

Posted: Fri Jun 02, 2017 9:10 am
by Lord_P
Just make workers capturable again, thats a lot of fun. No need to kill the peasants during a raid, just take them home in your ships :)

Posted: Fri Jun 02, 2017 9:37 am
by wieder
Well... I guess we could make them capturable for LT38. After all that feature was removed from LT37 because it would have been too devastating to allow capturing the workers working on the coasts.

Workers with free support would probably also change things too much. Not sure really... Any more opinions? It's also true that players playing with republic will have trouble with upkeep since there are now less free units available.

Posted: Fri Jun 02, 2017 11:22 am
by cgalik
Yes I agree to make workers able to be captured.

Probably not settlers as it is too big of a swing to capture idlers starting settlers.

I also think explorers should also not have any upkeep.

Posted: Fri Jun 02, 2017 11:37 am
by wieder
Maybe we should remove idlers after T1 and also in mid/late game remove idling nations after some time. Maybe after one week?

I have now changed workers to be capturable on LT38.

Posted: Fri Jun 02, 2017 11:49 am
by cgalik
Well team game we can have someone else pick up for idler. But I think only will be fair to remove idler if it keeps teams balanced (within 1). Otherwise someone from team can get admin to do forced delegation after X turns. X = 4?

Posted: Fri Jun 02, 2017 12:02 pm
by wieder
Yeah, a team game is a different matter. Probably best to decide about forced delegations before the game starts.

Also easier to make admin decisions for LT38 since I'm not going to play the game.