Changes to Research

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Divine Heretic
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 6
Joined: Thu Dec 13, 2018 5:13 pm

Changes to Research

Post by Divine Heretic » Thu Dec 20, 2018 11:24 pm

The population buildings (shelters) for all factions should not be a technology but available from the start. There are already enough technologies to research and having to research something so it doesn´t stop the growth of your economy is really bad.

Also I would like the loyalty building also to be removed from the tech tree since loyalty has been nerfed.

The HQ buildings in cities should be able to hold more population than 6. Minimum 8-10, you have to build pop buildings way too soon and waste research on them. It does not give a lot of room for different building orders from the start and decline in pop growth starts way too soon when you only have 6 pop cap. When you have your second construction building then your pop will never catch up if you are building constantly

ErissN6
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
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Location: France

Re: Changes to Research

Post by ErissN6 » Fri Dec 21, 2018 2:50 pm

+1, as they say

eddieballgame
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 279
Joined: Mon Dec 17, 2012 2:53 am

Re: Changes to Research

Post by eddieballgame » Sun Dec 30, 2018 2:52 am

I concur on the HQ building allowing a boost for the early game. Having to build 'dorms' too soon seems a bit off. imho
One thing I have done for my own games, as an experiment, is to increase the 'pop limit' to 9. (original=6)
This, also, appears to help the AI.
I will upload a tiny mod that does this.

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