Sandy Petersen 🪔 Profile picture
Mar 18, 2025 6 tweets 7 min read Read on X
How to get your dream project - corporate politicking.

After my successes with Rise of Rome and The Conquerors, I was a shoe-in to do the expansion for Age of Empires 3. But I had a problem. The natural assumption everyone had was that this expansion would be Asian civs. I did not want to do Asian civs because it was stupid - 1600s Japan, India, China & Korea were emphatically not in colonizing moods. And believe it or not, I do care a little about historical verisimilitude. (Mainly because I think it makes the game more fun, but still...)

So what I wanted to do was to turn some of the Native Americans into playable civs. Why? I think Indians are awesome and I wanted to see them as more than the minor allies they were presented as in the original game.

But how could I do this? MicroSoft expected Asians. The suits in charge at Ensemble expected Asians. The other leads on the project expected Asians. And the rest of the non-lead team members expected Asians.

Here's how I went about it. (Oh yeah, if you thought the Warchiefs was dumb then you're a bad person with bad opinions. So there. But you may still find something useful in my tale.)
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First, I had to convince MYSELF that the Natives would be cool. I wanted to give them a new and interesting ability and make them undeniably cool. I worked on this for a while, coming up with the Firepit idea (which lets the Indian villagers dance for special powers) and the Warchief unit, which is way different from the European Scouts because the Warchief can "convert" wild animals on the map to his team which is super-fun. I also decided the three civs would be the Sioux, the Aztecs, and the Iroquois, which would be interestingly different. Later on they changed the name of the Sioux to the Lakota but I want you to know that I actually PHONED the Seven Council Fires and was told in person by native representatives that Sioux was a perfectly good term for them. Though of course Dakota, Lakota, and Nakota also worked. I stuck with Sioux as being more inclusive. (I assume the name was eventually changed because of white men activists, not natives, because it was white Seattle natives who thought it should be Lakota back in the day.)

The Aztecs wouldn't have gunpowder or horses, the Sioux would be heavily cavalry-based, and the Iroquois would be kind of a "high tech" Native civ. Anyway I was an easy sell, because I'd been thinking about this for a while.

Second, I took all the other leads (consisting of the producer, the lead programmer & the lead artist) out to a long business lunch and we hammered out all the details. Basically I proselyted how cool the natives would be, and how much neater a horde of screaming charging Sioux would be than a stand of Mughal archers. And by the end of that (3 hour) lunch I had them all convinced. I'd answered their arguments, presented ideas they liked, and got them on my side.
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Next step - the team. Now that all the leads agreed with me, we met with the team - programmers, designers, and artists first as individual groups then all together and made our case for Indian civs. The artists were the easiest ones to convince, once I started talking about Jaguar Warriors and Lakota lancers, feathers waving in the air. So colorful. The designers were fairly easy too because they liked the challenge it presented. The programmers, always hyper-conservatives, were the toughest, but they fell to our eloquent arguments as well. Everyone was enthusiastic now and loved the Warchief idea.

Now I went to our superiors at the company - the guys who approved our paychecks. And here was the argument I gave them. "The whole team loves the Warchief idea. Surely it's better to put us on a project that we love, rather than one we only reluctantly acquiesce to?" And because the management at Ensemble Studios wasn't a pack of morons, they bought it. They then fought for us against the Microsoft drones (who WERE, of course, a pack of morons) for our team vision.

And in the end, we were victorious in getting my idea approved. But now it all rested on my being able to produce what I'd promised design-wise. Obviously the programmers and artists were capable of making whatever they were asked. It was mainly on me.
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And I succeeded. The first civ I did was the Iroquois, because I felt they were the most like the Europeans. They used gunpowder & horses, etc.

From the first moment they were tried out in the game they were a big hit. I think the main reason everyone loved them was because they were able to produce swarms of little crappy siege weapons (battering rams, etc.) which are of course Real. Fun. Nothing warms the cold black hearts of Age of Empires players like destroying peaceful villages.

Once everyone was playing the Iroquois (and fighting over who got to be them in our playtests), the Warchiefs were In Like Flynn. The whole of Ensemble Studios was bought in.
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A few weeks later I brought in the Aztecs, who THEN became the most popular civ I think because of all the cool specialized warriors - Coyote Runners, Eagle Scouts, Priests, Jaguar Knights, Puma Spearmen, Arrow Knights, Skull Knights, etc. They were just so colorful & cool. And their home city looked awesome because Aztec architecture.

The last civ I created was the Lakota, and everyone was so excited to try them probably they were predisposed to love them on sight. And they were. Having a giant army of cavalry is super fun though of course they had to have anti-pike units as well, which they did because the Sioux had lots of rifles. Plus I gave them invisible units, including the only invisible cavalry unit in the game.

Anyway the Warchiefs was doing great and everyone seemed happy. Until MicroSoft struck back.
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They sent in a team which was whining because in Age of Empires III though we had native americans, they couldn't be wiped out. But in The Warchiefs, if you were playing a native civ, obviously you could be annihilated. Sort of the whole purpose to playing an RTS, right?

But no, the all-white-dude contingent they sent to complain about this terrible injustice was concerned it would send a bad message.

I didn't have to say hardly anything - I'd prepped everyone at Ensemble Studios so well that they fought on my behalf. No one wanted to give up playing the awesome Native civs. And the best part came when to thwart our MS foes, we presented them with the document that THEY HAD SENT US when we first did Age III, in which Native elders from Washington state complained that the natives in Age III COULDN'T BE KILLED. They said, "The natives in Age are not in power of their own destiny. We want them to be their own independent civs and live or die based on their skills and strengths."

Which is of course EXACTLY what we'd done. We had fulfilled, almost to the letter, what the actual Native Americans desired, in a document which MicroSoft had prepared after Age 3 came out.

So we got to have our way. It probably helped my case that this was in 2005 - Lord knows what it would have been like if this had happened 20 years later.

Someone is probably going to say, "But Sandy, later on you guys DID an Asian expansion for Age 3." Well actually, no. Ensemble Studios didn't do it - BigHugeGames did The Asian Dynasties a year later, and they did a great job. And really, it was the obvious next expansion. I didn't object to doing Asians, but if we were ever going to do Native Americans I stand by the fact we would have had to do it first.
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More from @SandyofCthulhu

Nov 29, 2025
When I was at MicroProse, Sid Meier ran an after hours game that worked like this. We all stayed in our offices, which had terrific intercoms. Sid & a pal were the referees. The rest of us were officers in either NATO or the Warsaw Pact in a division- level action in the Fulda Gap.

Higher commanders had to use the com to tell their underlings what to do. The underlings actually did things, and the refs gave them results or information.
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So I would order my cavalry squadron LTC to check out a hill I saw on the map, and then Sid told the squadron what they saw, and the LTC would get back to me with something like, “There’s a whole regiment of T-80s! We’re taking heavy fire, 4 Bradleys KOed, pulling back!” Then I’d have to figure my next action.

Meanwhile the Soviet player with the tank regiment was alerted he’d been spotted by ground units.

You may ask, “what about air recon?” Well, the opening of the battle was about a thousand Scuds hitting our airfields (props to the Russian player for thinking of this).

We still had helicopters but they were busy elsewhere. Also the Scud strike at least meant the Pact didn’t have any more to hit our command posts.
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Most of us at MicroProse were pretty hip to modern warfare. We’d done Gunship, Red Storm Rising, F-15 Strike Eagle, F-19x and so forth. So you can imagine we got pretty involved.

I wasn’t our division commander - but I was on his staff, so we were in the same office. It helped to have two of us coordinating our efforts. When I asked for helo recon, he told me he was using our 8 UH-1Hs on something else, so I sent in the cav on my own initiative.

I then asked the commander for artillery on that hill. He called the corps (represented by Sid) and made his case. He got something like 20-30 MLRS targeting the Soviet tanks and Sid said they were wiped out. I don’t know what he told the Russian player.
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Read 5 tweets
Oct 21, 2025
I've posted this before, but why not again?

In 1997, I was the lead designer of Ensemble's next cool IP - "Sorceress", which was a magic-based real time strategy game. We'd moved quite a way along it. We had elves being produced from tree groves, wraiths created by transforming corpses, and so forth. It was rapidly becoming a whole game. But Age of Empires 2 was happening at the same time, and Ensemble Studios wasn't that big.

So every week, the management would come to me and say something like, "We need Don to switch over to Age 2. That's okay, right?" Well I'm a team player so sure take Don. But the hits kept coming. By January or February, ALL BUT TWO members of my team had been poached for Age 2. All I had left was me, a top programmer, and a top artist.

So I went to the company's suits, and said, "There's no way I can create an entire new RTS with three people. But I have a suggestion. When I was working on roleplaying games back at Chaosium, we found that each expansion sold something like 25%-35% as many copies as the original. If that holds true for RTS games, we could put together an expansion for Age of Empires on the cheap, taking only a few months, and a tiny team. If the expansion sold even 10% as well as Age, we'd make a mint."
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The management agreed - unlike many company "suits" they were smart, game-savvy, and forward-thinking. I then presented my core idea for the expansion: "After the ancient times, Rome took over. Rome's cool and pretty sexy. Let's base the expansion on Rome. We'll add Rome and three other civilizations, all enemies of Rome, like Carthage for example. We can also fix little balance problems that have come up since Age was published. Everyone will want the expansion for the new civs at a minimum."

Now my bosses were pretty excited. When they presented the idea to MicroSoft, the morons in Redmond poured ice water.

"Our experience has shown that game expansions don't sell."

But Ensemble's management already had fallen in love with Rise of Rome, and as I'd pointed out, it was a cheap experiment. So we went ahead without MicroSoft's approval (at this time, they hadn't yet bought Ensemble). Also, I think the goons at MicroSoft thought the expansion would just be a bunch of campaigns and scenarios. While scenarios would definitely be included, my vision was that it would contain something for everybody. New units, new technologies, AND new civs.

Even if you only ever wanted to play Hittites, say, you'd want Rise of Rome because it adds Slingers, Camel Riders, Fire Galleys, Scythe Chariots, Logistics, Martyrdom, Medicine, and the Tower Shield to your civ. The Tower Shield is particularly useful because Hittites rely heavily on archers.

And if you wanted to experiment with some of the new civs ... well then, the world was your oyster.
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As far as I can tell in my research, this is one of the first, if not THE first time that a computer game expansion had more than just extra scenarios or levels, but actually changed fundamental gameplay. So I'm willing to take credit for changing the nature of expansions forever. Even if we do find someone who did it first, I'm willing to bet that Rise of Rome did it bigger and I hope better. So if you hate expansions, blame me. If you like them, you can buy me a diet Dr Pepper some day at a convention when we meet.

Anyway, Rise of Rome proved a gigantic hit. We sold a million copies - compared to the 3 million copies that Age of Empires sold, that's pretty creditable. And since Rise of Rome cost only a tiny fraction as much as Age of Empires, it really made bank.

Plus it kept doing so. You see, Rise of Rome came out almost exactly a year after Age of Empires, and when it did, it BOOSTED Age of Empires sales. When people saw both games in the store, they naturally picked them both up.

Then, when the Gold Edition of Age of Empires was released, packaged with Rise of Rome, Microsoft got ANOTHER big boost in sales for both products. Rise of Rome was the gift that just kept on giving. It gave Microsoft three bites at the Age apple.
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Read 4 tweets
Oct 20, 2025
Why make orcs? What is the advantage? It's not just because they're evil - Sauron can get all the evil humans he wants. Here are the reasons I've parsed by reading LotR and making logical biological deductions from this.

Humans breed extremely slowly. Elves and dwarfs are even worse. We know that orcs "multiply" over a course of only a decade or two, so what's happening? Well, we know orcs are smaller than humans. Chimps, which I think are comparable in size to orcs, have a gestation period 5 weeks shorter than humans, and orcs might be shorter - a deer is even larger, and has a gestation period 3 months shorter, so it's not size that matters. Since orcs are specifically and magically bred for war, my guess is they are even shorter. In fact, let's take a page from the Hildebrandt brothers and assume that orcs breed and grow similarly to pigs.

If this is the case, orcs have a gestation of about 3 months, and grow to 120 lbs (a typical size) in another 3-4 months. Orcs might grow faster than pigs, because they are more carnivorous, and thus are getting more protein & fat in their diet. Now, not everything about the orc-pig comparison is in the orc's favor. Adult hogs are MUCH bigger than orcs, so they can give birth to litters. I imagine most orc births are to a single child - which is then taken to warrens of multiple orc-spawn raised by a few caretakers. I do not believe orcs have any kind of family life or even a nuclear family.

So - an orc mother gets pregnant, has a kid 3 months later, nurses it for 3-6 weeks, then abandons it. It reaches adult size in another 3-6 months, gets some military training and it's off to the war. That is a FAST-breeding creature. No wonder they felt that the Age of Men was over!
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And it's even worse from the human viewpoint, because of the numbers of orcs that can fight. In a human society, typically no more than 10-11% are in the military. In a modern society it's even less. The grossly over-militarized society of Imperial Japan had less than 5% of the population in arms. Now, in older barbaric societies, such as gauls or vikings, there was a higher percentage, but it still isn't amazingly more than 30% or so. Children don't fight till they're 15 years old or more. The elderly don't fight. With vanishingly few exceptions, women don't fight. Essential workers don't fight except in extremis - it's a loser's mentality to send farmers & miners & tailors to war, because it eats your seed corn (so to speak).

But orcs? They're only children for a few months. If they even HAVE elderly, they are probably few in number, and act as caretakers of the young. I believe orc females look exactly like the males - the same size, the same look. They are as flat-chested as chimps or gorillas. Similar voices. They dress the same. I suppose if you pulled off their trews you could tell which was which but yuck.

So basically 80-90% of an orc population is able to fight. If you have a population of humans equal in size to a group of orcs, then the orc fighters will outnumber the human warriors 3, 4, or even 8 to 1. Just like we see at Helm's Deep, where the fortress is full of the old, the crippled, the women, and the children, with a much smaller part being warriors.
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You might argue - well, orcs need lots of food to multiply so rapidly, to which I answer, "Yup". I imagine orcs REALLY QUICKLY outbreed their food supply, like rabbits, bullfrogs, brown recluse spiders, or aphids. And then they have to come raiding down out of the hills to get more food - which is exactly what we see the orcs do.

BUT in some cases, the orcs get a powerful, magical master - such as the Balrog, the Witch-King of Angmar, or Saruman, or Sauron. In this case, these wise and potent leaders are able to organize a system to breed up the orcish numbers to almost inconceivable numbers. Think of Saruman needing to chop down Fangorn to fuel his furnaces, or Sauron raising vast crops of coarse vegetables in Nurn to feed his hordes.

This isn't needed for humans - we grow in numbers too slowly. It takes 50-100 years to double for us.
3/
Read 4 tweets
Aug 24, 2025
Naysayers and party-poopers are always trying to explain to me why giant bugs can't exist. "Well akshually" they say. Well, I've spent a LOT of time studying insects and I WANT GIANT BUGS. Don't you?

So let's talk about how to make this happen. First off, giant arthropods have existed before. The best-known are Arthropleura (land) and eurypterids (sea), both of which got to about 10 feet long. But they're not elephant sized yet, so let's keep hammering at it.
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One of the most common reasons is because insects breathe via spiracles, which rely partly on tissue diffusion, which only is useful up to about 3 inches, which limits a spiracle-reliant creature to a width of about 6 inches.

However, there are arthropods which use lungs - scorpions & spiders. And ocean-dwellers don't use spiracles (they use gills). But even if we only discuss insects, these creatures have shown incredible adaptive powers. I am sure they could evolve an enhancement for their spiracles if they needed it. Perhaps a pump system to move air deeper for the spiracles. They already have it to an extent - many larger insects use muscle movements to aid breathing - look at how a grasshopper or wasp pulsate.

We still need another auxiliary system for a huge insect. But since insects have evolved cast systems, metamorphosis, hyperparasitism, and flight, I think they could figure this one out.
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The next reason given is the square cube law. You know - if you're twice as big in every dimension, you weigh 8 times as much. Well duh. But the square cube law applies to EVERYTHING, not just insects. And scientists seem to not fully understand its limitations as applied to animals. When I was a kid, it was common knowledge that brontosaurs couldn't walk on land because they were too heavy, and that Pteranodon was the largest imaginable flying creature. Now we know that sauropods far larger than brontosaurs lived exclusively on land, and we have fossils of dozens of flying horrors that could eat Pteranodon for breakfast - and quite possibly did.

Now yes, you can't scale an ant up to elephant-size. You have to modify its limbs and its structure. Either more limbs or thicker limbs. That's why an elephant is the exact same shape as a hyrax scaled up. (They're relatives!)

More cogently, it's been pointed out that arthropods have an exoskeleton meaning the mass of the exoskeleton would keep getting more. But insects could easily keep the exoskeleton at whatever thickness needed for protection, while evolving internal struts & supports. Ever eaten a crab? Did you notice the internal structures inside the crab to support its body & muscles?

I agree that a elephant-size beetle wouldn't have a shell proportionately as thick as a ladybug. But it could still be pretty thick, because one advantage of the exoskeleton is that it magnifies the mechanical advantage of their muscles, which is why an insect can be stronger than a similar-sized vertebrate.
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Read 4 tweets
Jul 25, 2025
How to balance unbalanced factions in a game.

I cut my teeth making Age of Empires' factions asymmetrical yet balanced. The most fun I ever had was developing Age of Empires III: The Warchiefs, which were also the very most unbalanced factions we'd ever created. I carried this love for asymmetry on after Ensemble Studios went kaput.

My game Cthulhu Wars is famously asymmetrical. (It's available on shop dot petersengames dot com, Noble Knight, and elsewhere.) The factions have different abilities, spellbooks, ways to win, and even monsters. Cthulhu has shoggoths, starspawn, & deep ones. Black Goat has dark young, mi-go, and ghouls. They don't even get Elder Signs the same way.

This gives the game a lot more replayability, because if you've mastered the tactics & strategy of, say, Cthulhu, but now ecide to play he Crawling Chaos

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The first step (for me) is to sketch out how the factions differ. In Cthulhu Wars, Cthulhu is the apex predator. Black Goat works more like a fungus infection - it can't really deliver a knockout blow, but it's really hard to eradicate. Crawling Chaos is a vulture - it preys on the vulnerable, strikes from surprise, and exploits every weakness mercilessly. And so forth.

So I gave Cthulhu units that help maximize battle power. Crawling Chaos got units that help him avoid the consequences of his actions - the hunting horrors fly out of nowhere to bolster his troops when ambushed. The flying polyps let him choose a unit to keep out of a fight. The nightgaunts let him abduct an enemy unit, removing it from the battle.

And the spellbook requirements also support this by encouraging the faction to do what he does best. Cthulhu wants to go into battle. Black Goat wants to spread out across the map. Yellow Sign wants to wander on his crazy pilgrimage around the world. And so forth.

This of course doesn't help balance the factions, but it gives me a sound basis for knowing WHAT I want the factions to do, and supporting that. I don't want to lose sight of the faction's vision.
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Once I have a set of non-symmetrical abilities and such created, my next step is to go straight to a playtest. Get some players, and let them have at it. I do not normally participate in my playtests. I just watch. This helps me stay neutral, watching Spock-like as the mortals interact.

When I see a unit or spellbook being exploited, I consider if this exploit makes the game "not fun" for other players. When I see a unit or spellbook that is getting ignored, I also make a note - it needs to be made more attractive. It doesn't have to dominate the game - it just has to support some viable strategies.

When I see that some faction is too powerful, I do NOT nerf that faction. Side note: at my companies, we always used the verb "to nerf" to describe watering down or weakening some game aspect to make it more fair. Like if catapult galleys were ruling the sea, we might nerf them by lowering their range, or making them cost +10 gold, or giving fireships a bonus against them or whatever. Any change that accrues to the disadvantage of a unit or faction or upgrade is termed a "nerf". Now you know.

But if I don't nerf someone that's too strong, how do I fix balance?
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Read 4 tweets
Jul 7, 2025
In 1999, my task at Ensemble Studios was lead designer for an expansion pack to Age of Empires 2. The previous expansion had been Rise of Rome, which made sense, because Rome followed the various older nations featured in Age of Empires 1. But there wasn’t any obvious super-nation after the middle ages, so we went with the generic “The Conquerors” as our theme. So naturally we wanted conqueror civs. Rise of Rome had 4 civs, so that’s how many we wanted - I chose the Huns, the Spanish, the Mayans and the Aztecs. I was super-excited to finally get Aztecs into a game. (And I don’t need any of you whippersnapper mansplaining to me that the Aztecs were bad guys. Buddy, I put them in the game BECAUSE they were bad guys.)

Anyway, The Conquerors project went super-smooth. Five weeks AHEAD of schedule, we were almost complete – almost unheard of in a software project. I was proud. The whole team was excited because now we’d be moving onto Age of Mythology or Age of Empires 3. So non-stop gaming development.

Then Microsoft called.
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Over the phone, in a big conference call in the company bar (yes we had one), the Microsoft goons said, “We need you to add Koreans to the Conquerors.”

Me; “Koreans, to their credit, didn’t conquer their neighbors. Nothing wrong with them, but they don’t fit the theme of The Conquerors.”

Microsoft goons (I don’t know why it took a whole team of them to talk over the conference call, but it did): “Starcraft sold 3 million copies in Korea.”

Me: “Starcraft doesn’t have Koreans, so that’s not why.”

Microsoft: “But Starcraft sold 3 MILLION copies in Korea.”

So yeah. I thought my counter-argument was pretty good, but when someone simply repeats a previous argument, they are no longer functioning on logic or intelligence. That’s a Pro Tip by the way – if you’re having a discussion and they repeat themselves you’re done. I knew MS would keep pushing this no matter what. To make my life easier, I agreed right away. I asked if we could have extra time to add a WHOLE NEW CIVILIZATION. “What? Of course not.” On the other hand I felt an obligation to try to get it done ASAP for my team, who were itching for a new project.
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So now I needed to design, test, and balance a whole new civ in 5 weeks. Luckily the other civs were done. One advantage of adding Koreans was that it gave us another use of the Far East architecture models, which made The Conquerors look even more world-spanning.

As always, I wanted to give the new civ an economic bonus, a military theme, and some kind of late game fun stuff. After careful consideration, I decided to make ALL their bonuses economic, though also military-related. My limited knowledge of ancient Korean told me that they had a lot of archers, and that even though they had gunpowder, they mostly used cannons, not muskets. I decided to focus on fortifications, like towers.

So I first had their Stone miners work faster. They could either use this to get more stone, or to send fewer to mine stone, freeing up villagers for other tasks.

Then, to encourage them to get archers & towers, I made all the archer armor & tower upgrades free. I was inspired to do this by my success with the Huns, who had no houses, so I was obsessed with the idea of free stuff. Now the Korean towers would always be maximally upgraded, which I liked. Plus thanks to their super-stone miners, they could usually afford it. I realized that in team games, Koreans would quickly eat up all their stone and then come eat their neighbors, but hey that’s part of teamwork, right?

I had their footmen (infantry & archers) cost 50% less wood. That didn’t affect the infantry units, except for pikemen, but I felt that an archer-heavy civ needed pikemen anyway. Now they could afford lots of archers, with maximum armor, but their archers weren’t actually any better, so that made for interesting gameplay.
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Read 4 tweets

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