Numidians and quays?
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I write RPG adventures, and blog about it, check it out.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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New Balance Mod
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Numidians and quays?
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I feel that adding Drill1 + Drill2 to a base unit (and an early base unit at that) ... well ... I suppose it reduces the significance of Oromo Warrior and Samurai, but I suppose it doesn't have any other significant side effects.
I'm not sure that I agree with the promotion focused approach of the sword though, I quite liked the 50% city attack bonus, combined with the archer's 30% sword defense. (August 11th, 2015, 15:40)Marcus Aurelius Wrote: I feel that adding Drill1 + Drill2 to a base unit (and an early base unit at that) ... well ... I suppose it reduces the significance of Oromo Warrior and Samurai, but I suppose it doesn't have any other significant side effects. I would actually prefer to give Swords C1 but Aggressive trait. On the other hand, good point about Samurai and Oromo.
Commodore just likes the implementation in base BtS for the NC.
For Quays, if you don't mind messing a bit in the XML, you can create a national wonder that gives all coast +1 commerce ie take Collosus, change the name, maybe change the tech, and make it a national wonder, not a world wonder. That does the job just as well, and if you put it on Optics it does work well with the tech paths. (August 11th, 2015, 15:50)Gavagai Wrote:(August 11th, 2015, 15:40)Marcus Aurelius Wrote: I feel that adding Drill1 + Drill2 to a base unit (and an early base unit at that) ... well ... I suppose it reduces the significance of Oromo Warrior and Samurai, but I suppose it doesn't have any other significant side effects. Give them C2...
Mercantilism wouldn't necessarily be a net plus. It will be a civic for civs with relatively strong capital and/or poor foreign trade routes.
(Actually, I may be biased in this regard. To test this mod I played some SP games on fully random maps and quite often ended up with poor capital.) (August 11th, 2015, 15:51)Krill Wrote: For Quays, if you don't mind messing a bit in the XML, you can create a national wonder that gives all coast +1 commerce ie take Collosus, change the name, maybe change the tech, and make it a national wonder, not a world wonder. That does the job just as well, and if you put it on Optics it does work well with the tech paths. Don't see how it is better than Quay... The problem with C2 is amphibious and commando promos which will be too easy to get. Btw, D2 on Swords is the only reason why I didn't make commando and amphibious available for the drill line.
+20% food is +8 food for a stagnating size 20 city which is too much... Probably should cut the bonus down to +15% at least, still might be very attractive...
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