Spearmen are more effective against cavalry Rus still has the 20% bonus for the scouts. Scouts have been given a slight increase to their sight. (This will be tweaked until a suitable value is achieved). Units will be able to deflect incoming melee attacks, and redirect the base damage back to its owner.Īrchers will have a chance to miss in the future.īetter unit speciality, strength and weaknesses Įnhanced unit speciality to be more effective. (This will be balanced to a degree comparable to players estimated age transition time and unit composition). Hard and Hardest AI have been given a slight income advantage to allow them more strategical versitility in the early stages. Walls and fortifications have had their hit points raised by 100%.ĪI has been tweaked to be more strategical, they are more aggressive and usually produce counter units to your composition.ĪI has been made to retreat less and reinforce more.ĪI will now build units vs your units at a ratio of 3:1. Gold and Stone deposits now have more resources.īetter walls and and fortifications If possible, in the future only Trebuchets and Springals will be allowed to siege on top. Villagers have a reduced production cost, by 40%. Villagers have a reduced population value, from 1 to 0.5. This is the opposite of what any game needs to be fun, engaging and exciting – fast enough gameplay to let you play multiple matches in a row, a lot of action and interaction with the opponent, a lot of equally viable ways of playing, and plenty of ways to come back and hope for a victory even after big mistakes.Unit and Animal sizes are now a little more accurate compared to the structures. The one who loses the initial engagement loses the game, because additional punishment makes it impossible to come back from behind. On top of that, the games will be decided after one battle. Because what it means in practice is that the game becomes much, much slower, less exciting because most of the time nothing really happens and there is no impactful interactions with the opponent, and the average match becomes several times longer, leaving you completely exhausted after one game. If there is no such mod, do you think it would be possible to create one? And what would you think about this game mode, would you be interested in playing?Īs you mentioned yourself, adding even more negative consequences to losing your units would lead to much more defensive and cautious gameplay.Īnd this is very bad. per minute you get 10 more possible units or so (representing new births). Possibly you could also add the possibility that this total population limit keep growing, e.g. Could be a whole different gameplay.Īt the same time it would make it more realistic as the most valuable resource for every small kingdom in the past were probably it's human resources as of howany soldiers they could possibly recruit. Imo this could lead to a whole other gameplay where you have to watch out for your units far more, you might think twice about attacking another player if you expect heavy losses and you would probably go for elite units far more/earlier instead of just spamming cheap units. Then you have a battle and 100 soldiers die so you can recruit another 100 because the current population went down to 100.īut the total population limit is still on 200 or after you recruited 100 new to 300.Īt some point that results in you having reached the limit of 1000 and - even tho you would have (more than) enough resources you can't recruit any new units. Meaning you start with a total population limit of 1000.Īt some point you will have reached the current limit of 200. Is there a mod available with which you can set s total population limit which does not only count currently living units but all units that have ever been created (basically representing available people living in your country)
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