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Recent Posts
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@iratoric That's great. I can't wait to produce the game, but I'm so busy nowadays and don't have much time. But it will have to be created one day.
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@Schulz Yes all of those can absolutely be implemented, I actually did something very similar with my old map, let me know if you want me to get the trigger code for that and adjust it for your needs
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I created a mod called Pregunpowder Experiment to see if I could get more realistic behavior from TripleA. Due to the map admin problems, I can't approve yet, but you download it directly from https://github.com/triplea-maps/Pregunpowder_Experiment.
Here are the notes
*An experiment of strategic interactions in pre-gunpowder times. The only unit types are Infantry, Cavalry and Forts. Combat is limited to 3 rounds
Infantry is cheap to build and maintain but can't attack cavalry
Cavalry is expensive to build and maintain but has a higher combat factor and is faster. It can't attack forts.
Forts are expensive to build but cheap to maintain. They have 2 hits and AA type attack each round on all enemy units. There can be a maximum of 5 forts in a territory.* (Note that a long siege can destroy a large army).
The AI utilized units in an appropriate way but did not buy cavalry. The game has some of the feel of pregunpowder warfare with unopposed cavalry being devastating.
I will probably use some of these ideas in future mods.
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Many thanks for the kind welcome and quick and considerate reply!
I'm really blown away by the depth and customisation that this map has! Thanks again for all your work in making it happen
