Posted September 03, 2022
My biggest is that I ALWAYS remove engineers from the universal city recruitment list and make them exclusive to forts, factories, labs and starports while cutting their production time in half. This one I've been doing for 25 years. Makes the game a bit slower but also makes more sense to me (and stops the AI from going insane and spreading like a virus due to how they produce units for free, which was especially important back in the day).
Besides that, I make a combat-capable copy of the clergy unit exclusive to the church called the theurge. It's an EXTREMELY fragile unit with only a very weak psychic attack (well below the dervish in both strength and accuracy) and 4 movement points. Costs 10 gems & biochems, 2 turns to produce, 20 firebird upkeep and is locked, naturally, behind the theurgy tech. Also move the fanatic infantry unit from the fort to the church. And add inquisitors as an expensive clergy/theurge upgrade that requires holy warriors, fusion rifles and combat drugs tech. They cost 30 metal, 20 biochems, 20 electronics, 10 ceramsteel and 10 gems. And I bump their movement up a point to 6 (just because the 5 bugs me).
I also edit all psychic units to have a gem cost (10 points for church units, 5 points for the rest.).
Lastly I reimplement the scientist, clergy & peasant units. I create multiple peasant entries with a 200 point food cost, assign them to farms, wells and mines and give them a small negative upkeep cost (usually around -25). Scientists get assigned to labs and have a larger negative upkeep cost (-50) but cost 100 food, 40 chems & 20 biochems. Clergy go to the church, cost 50 food & 10 gems and get a slight negative upkeep (-10). I also reduce all of of them all to a 2-point movement speed since they're supposed to be a bunch of settled-in civilians; not mobile infantry. All 1-turn to produce.
As for buildings, I double the resource costs & output of electronics & chemicals cities and increase the electronic & gem costs of monopols & singularities, respectively, to a flat 10. I also add 1 point of gem production to mountain tiles for mines to account for how much more usage they see with my edits. With wells I decrease the energy output on most non-water terrain while raising it for water, jungle and desert tiles.
Naturally I play around with things more than this--adding & modifying units, changing movement costs, etc--but these are the changes I always make.
Besides that, I make a combat-capable copy of the clergy unit exclusive to the church called the theurge. It's an EXTREMELY fragile unit with only a very weak psychic attack (well below the dervish in both strength and accuracy) and 4 movement points. Costs 10 gems & biochems, 2 turns to produce, 20 firebird upkeep and is locked, naturally, behind the theurgy tech. Also move the fanatic infantry unit from the fort to the church. And add inquisitors as an expensive clergy/theurge upgrade that requires holy warriors, fusion rifles and combat drugs tech. They cost 30 metal, 20 biochems, 20 electronics, 10 ceramsteel and 10 gems. And I bump their movement up a point to 6 (just because the 5 bugs me).
I also edit all psychic units to have a gem cost (10 points for church units, 5 points for the rest.).
Lastly I reimplement the scientist, clergy & peasant units. I create multiple peasant entries with a 200 point food cost, assign them to farms, wells and mines and give them a small negative upkeep cost (usually around -25). Scientists get assigned to labs and have a larger negative upkeep cost (-50) but cost 100 food, 40 chems & 20 biochems. Clergy go to the church, cost 50 food & 10 gems and get a slight negative upkeep (-10). I also reduce all of of them all to a 2-point movement speed since they're supposed to be a bunch of settled-in civilians; not mobile infantry. All 1-turn to produce.
As for buildings, I double the resource costs & output of electronics & chemicals cities and increase the electronic & gem costs of monopols & singularities, respectively, to a flat 10. I also add 1 point of gem production to mountain tiles for mines to account for how much more usage they see with my edits. With wells I decrease the energy output on most non-water terrain while raising it for water, jungle and desert tiles.
Naturally I play around with things more than this--adding & modifying units, changing movement costs, etc--but these are the changes I always make.
Post edited September 04, 2022 by Offic3rHotpants