Logoncal
King
- Joined
- Apr 25, 2016
- Messages
- 794
Played a game as Arabia on King and got some things to point out:
1 - Their special ability is great. Too great actually. Great enough that if i leave a city of another civ and park my units next to it, i can farm units endlessly. So you can not only exploit from it, you can also suffer from TOO MUCH units as you have a unit cap.
2 - I feel too forced to keep so much uninhabited and deserted. The happiness system and scaling in this game does not combine well with your mod. I actually think that CPP's city count scaling (5-10% tech/culture increase per NON puppet city) and happiness system (based on infrastructure each city) would work much better in your mod than Civ's V botched happiness/tech system that makes Wide not just possible, but also suicidal.
3 - Sometimes i would get swordsmen. Without Iron. That wont work mate. Swordsmen cant fight without iron lol, meaning im forced to trade or force a peace with it, speaking of which...
4 - ...peace treaties in your mod are way too exploitative, maybe because Arabia gets 50 units for free at the start, so the AI gets so extremely scared they offer cities and all of their luxuries.
5 - The new culture system seems very interesting, being more like Civ IV's. The issue is that their modifiers all suck. Especially now that you took the most vital early policies and now youre left with garbage to take and Rationalism is all the way to Renaissance. This really isnt a criticism towards your mod but once again, towards Civ V's horrendous policy system buffs where you have 2 early good policies and rationalism.
I'm look very forwards for the mod. I'll be trying more starts later.
1 - Their special ability is great. Too great actually. Great enough that if i leave a city of another civ and park my units next to it, i can farm units endlessly. So you can not only exploit from it, you can also suffer from TOO MUCH units as you have a unit cap.
2 - I feel too forced to keep so much uninhabited and deserted. The happiness system and scaling in this game does not combine well with your mod. I actually think that CPP's city count scaling (5-10% tech/culture increase per NON puppet city) and happiness system (based on infrastructure each city) would work much better in your mod than Civ's V botched happiness/tech system that makes Wide not just possible, but also suicidal.
3 - Sometimes i would get swordsmen. Without Iron. That wont work mate. Swordsmen cant fight without iron lol, meaning im forced to trade or force a peace with it, speaking of which...
4 - ...peace treaties in your mod are way too exploitative, maybe because Arabia gets 50 units for free at the start, so the AI gets so extremely scared they offer cities and all of their luxuries.
5 - The new culture system seems very interesting, being more like Civ IV's. The issue is that their modifiers all suck. Especially now that you took the most vital early policies and now youre left with garbage to take and Rationalism is all the way to Renaissance. This really isnt a criticism towards your mod but once again, towards Civ V's horrendous policy system buffs where you have 2 early good policies and rationalism.
I'm look very forwards for the mod. I'll be trying more starts later.