More strategic options for Builders.
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Welcome to the forums. Must be one of the most substantial first posts ever
Not sure. It would slow down late game policy acquisition for all strategies, which is not something I want. For the culture victory I don't like the idea of postponing advancing to a next age in order not to increase policy costs.I like it altogether, but six trees is simply too much. I think adding a system in which the later policies cost slightly more to make up for two or three policies would be better (this shouldn't effect early game).
The idea is to alter the tradeoff between growing your cities and settling new ones; and to add importance to location, as you can have less cities early on. I'll add 2 more base , so the "default" is having 3 cities early on.Also, increasing unhappiness to 3 per city is FAR too much, it makes early game expansion impossible. I don't really see the need for the increase in unhappiness; just take out the happy bonuses from opera house and theatre, which are unnecessary IMHO. I also found that in late-game the amount of happiness was too much!
Say you connect a city by roading 4 tiles, then the break even point is size 4. Gold increases with 1.25 per pop; still worth it imo.-2 gold per trade route also seems very excessive, although to be honest I didn't notice this in terms of my economy, so I may be wrong here. But it does make most trade routes rather pointless. Finally, although I like increasing cost of research agreements, I think as the game develops they cost just a tad too much.
I honestly don't know how you could solve the problem, but six policy trees is too much. Your idea does sound good though.Not sure. It would slow down late game policy acquisition for all strategies, which is not something I want. For the culture victory I don't like the idea of postponing advancing to a next age in order not to increase policy costs.
I could split the modern era in half, calling the second half the Information Era. Increasing policy costs here makes sense. I haven't looked at the parameters yet though.
I honestly don't know how you could solve the problem, but six policy trees is too much. Your idea does sound good though.
I figured that with all the culture options I added, increasing to 6 trees would be realistic, but I admit I haven't tried achieving the victory. I mostly based my assumption on the speed at which I could acquire policies after giving my cities internet access. I'll look into it.
The idea is to alter the tradeoff between growing your cities and settling new ones; and to add importance to location, as you can have less cities early on. I'll add 2 more base , so the "default" is having 3 cities early on.
I found it to be fine in my test games. I try to grab the luxuries (and horses) I can and let me hit the 0 happiness mark. Let some selected cities grow, then expand further, just staying above very unhappy. Fix with amphitheatres. It's quite similar to how you could crash your economy in civ4 and fix it when done expanding.
Say you connect a city by roading 4 tiles, then the break even point is size 4. Gold increases with 1.25 per pop; still worth it imo.
I still tend to sign all the reseach pacts I can late game, and enough AI's have the money for it in my games, so I'll leave it at that.