Ruhrgebietheld's Small or Less-prominent Nations/Territories

Good news, everybody! Work on Monaco has resumed. Myself, Troller0001, and Keniisu are teaming up to bring everyone's favorite absurdly tiny, filthy rich Mediterranean principality to life. We are currently in the process of hammering down the final details of the design, so I will post those once we've fully decided on them. They will be at least fairly similar to what is in the OP of this thread, so that should give you an idea of the general direction this civ is headed in. If you have any suggestions for them that you'd like to make, feel free to do so here.
 
Okay, we need some help coming up with events and decisions for Monaco. The problem is that the one with all all the historical knowledge and background for the civ is me, who doesn't use E&D. Troller0001, who will be the one coding them in, uses E&D, but doesn't feel like they could accurately help me hammer out a balanced design for those things. So I need input here from people who can help us come up with good balanced designs for E&D for Monaco. I can supply all the requisite historical info, I just don't know what constitutes "balance" for E&D since I don't use it.
 
Okay, we need some help coming up with events and decisions for Monaco. The problem is that the one with all all the historical knowledge and background for the civ is me, who doesn't use E&D. Troller0001, who will be the one coding them in, uses E&D, but doesn't feel like they could accurately help me hammer out a balanced design for those things. So I need input here from people who can help us come up with good balanced designs for E&D for Monaco. I can supply all the requisite historical info, I just don't know what constitutes "balance" for E&D since I don't use it.

Any criticism or advise regarding balance is appreciated actually! I bet we've overloaded the civ quite a bit. (which means we would be able to move stuff to E&D one way or another :p)

Regarding me "using" E&D... Well, I have used it, but I haven't used it that often yet!


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The current design:

Monaco (Rainier III)
UA: Playground of the rich and famous: Receive :tourism: Tourism and :c5culture: Culture equal to 10% of your :c5gold: GPT. Great people cost no maintenance.
When 'We love the King day' is active, Monaco organizes a Grand Prix, increasing :c5greatperson: Great People Generation by 15% .

UU: Prince's Carabinier (Rifleman replacement)
The Prince's Carabinier gains three unique promotions:
Prince's Services: This unit can repair pillaged tiles (lost upon upgrading) [NOTE: It's only a promotion for clarity; the literal promotion doesn't do anything!]
Prince's Bodyguard: +10% combat :c5strength: Combat Strength within your borders (Lost upon upgrading).
Coast Patrol: +1 sight and ignores terrain cost when adjacent to a coast or lake tile (NOT lost upon upgrading)

UB: Monte Carlo Casino (Replaces Hotel)
Apart from the other bonuses a Hotel provides, the Monte Carlo Casino also adds a base +4 :tourism: Tourism, which doubles to +8 :tourism: Tourism if you have 4 or less cities. Increases city's :c5gold: Gold output by 10%.
 
I like these! It would interesting to meet San Marino when you've been planning on a domination victory, and their capitol is next to a mountain. You would have to adapt your gameplan, and although many would consider this a game-breaking balance issue, I like challenging surprises that make each game unique.

Balance is overrated. Fun is more important.

(I am not being sarcastic.)
 
I know that one of the events/decisions that would make a lot of sense for Monaco would be something to do with citrus. Before gambling, most of Monaco's income came from it numerous lemon groves. So I was thinking something that would maybe either give you a free citrus resource or increasing the gold output of citrus for Monaco. Not sure what would be a good balnced way to implement that.
 
How about this for a decision:
Monte Carlo's Success
In 1856 Charles III of Monaco granted a concession to Napoleon Langlois and Albert Aubert to build a German-style casino in Monaco. The initial casino was opened in La Condamine in 1862, but was not a success; its present location in the area called "Les Spélugues" (The Caves) of Monte Carlo, came only after several relocations in the years that followed. The success of the casino grew slowly, largely due to the area's inaccessibility from much of Europe. The installation of the railway in 1868, however, brought with it an influx of people into Monte Carlo and saw it grow in wealth.

Requirement/Restrictions:
Player must be Monaco
Any City must be connected to the Capital with a Railway
The same city must have a Monte Carlo Casino
May only be enacted once per game

Costs:
2 Magistrates

Rewards:
+10% Gold output and +2 Tourism in that city. (If there were multiple cities that met the requirement, the city with the highest population is chosen)
+100-500 Gold (random; it's a gamble after all ;))

Or something like this:
The birth of a Tax Haven
Monaco finally recovered from its economic slump after the huge successes in the Gambling Industry, specifically from the Monte Carlo Casino, and began making vast sums of money. In only 12 years the Monte Carlo Casino was generating so much cash that the principality decided to end tax collection from residents. This in turn attracted more affluent people from all over Europe, to come and settle in the area.

Requirement/Restrictions:
Player must be Monaco
All Cities must have a Monte Carlo Casino
Your total GPT must exceed 19 GPT
May only be enacted once per game

Costs:
2 Magistrates
-10 GPT


Rewards:
Population in all cities increases by 1
Great People Generation is increased by 15% in all of your cities.
 
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