xienwolf
Deity
So what changed for the trait which offered no upkeep for compassion? Just lost that perk, or shifted it to another category?
Which is what traditionally mercs have been used for =)
Yeah, it seems Expansive got a bit weaker. Compassion was honestly a pretty boring category except for StW and I think it was a good move to get rid of, but Expansive was already a pretty weak trait. Being able to run Public Healers for free was basically the best thing about it unless you had a severe shortage of health resources.
I'm a little bothered that many things which have been in need of improvement (guilds, late game buildings, and now compassion civic) are just getting the ax. Certainly makes it easier to reach a state of "done" if you just knock out features, but that kind of makes the world less interesting.
What is it with you and removing civic categories? I'm still not completely over the loss of the Education civics. In fact, I might decide to add both categories back in my version.
Regardless, I definitely think that expansive needs to make settlers build faster. I'm thinking it should also give them mobility.
So what changed for the trait which offered no upkeep for compassion? Just lost that perk, or shifted it to another category?
Hmm, kind of like in Vanilla, once one player builds manhattan project, everyone can build build nukes, once they have the tech, of course.oh, and I totally think that recruiting mercs should NOT be limited to the guy who built the wonder, the GoTN should just make purchasins them less expensive. it's a mechanic wayyyyyy too powerful to be limited to a single civ. all other wonders look like crap compared to the guild.
Another possibility for the Guild of the Nine would be to make it like the Statue of Zeus or Knights Templar from Civ 3, wonders that produced units every 5 turns. You could have the Guild of the Nine automatically produce a mercenary every 5 turns (or some other number of turns, depending on balance).