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Thanks for pointing out some knock-on effects I had overlooked. I think most of those can be counter-balanced.Fusion: The tech can be pushed up in the tree, also are you sure it's hard-coded to the slot, or is it related to the Reactor HP multiplier of 2?
Artillery: The artillery modifier and the max artillery damage should be able to compensate, I personally find large masses of artillery tedious because of poor UI, fewer piece doing more damage would be better.Mind Worms: I generally like the idea of making worms meaner as the most expansive player both geographically and industrially will suffer the most damage, thus slowing down his snowball.
I tried that - more expensive units - in UMOD. I'm working on version 0.4 currently. However, recently my aim was to shift strategy from attack to defense. Make quick conquests difficult.
E.g. problem of too big importance of air units - I made aerospace complexes cheaper to build and made them (and all military buildings in fact) with no upkeep cost, plus made them available sooner in tech tree.
I tried other stuff too, e.g. gave infantry 2 move points. rovers 4, so they also can attack more times.
anything with more moves than 1 is considered mobile (gets bonus for mobile in open and no for infantry vs. base)
...Does that even apply to elite infantry?