Recently I thought about crime related already existing world wonder and how to make ballanced edition. Let's see what is the weakest existing wonder there? Ankgor Wat easily. Adding crime redusing feature to it would make Ankgor really usefull.
Okay, I can't enact the request the services of a great person decision, and I'm not getting loyalty.
I would send you logs, but I'm beginning to think that this is somehow related to piety(the decisions not working).
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From what I've seen, they totally do use claims and it's infuriating.
They all seem to have been weak though.
I actually wrote up a Currency Mod idea I had ages ago, I have no idea how much of it would be workable. I haven't a clue where it is now, but the gist was that after a National Bank or Mint was constructed, you would choose a money sign, like a pound or euro or dollar, and the choice of an effect, like X amount of science for every 100 gold in your reserves, or something similar. Then you could grow your currency by the amount of luxury resources you had access to, allow other civs to adopt your currency...
Now that I look at it, it seems like how religion works, but with money.
Could that military engineer also be popped in a city that has taken damage and heal the city for a certain amount? It would be shoring up the defenses as the city is under siege.
But like I said, there already exist a mod that allows you to build forts in neutral territory and it seems pretty stable. It takes extra gold, longer construction and if you do not garrison it with a unit it will become a neutral tile, flipping to anyone that moves their unit into it. I have used it before and I did not see huge spamming projects done by the AI. I worry that a specialized civilian unit would actually increase spamming by the AI
At least if Gazebo says it's not doable, we'll get Sovereignty earlier.
I would drop forts and citadels outside of my territory in a heartbeat if that was possible the fact they also turn into cities is probably enough to send people over the edge to do so as well. Forts outside your borders sound way more beneficial then in your borders where they take those precious potential yields hostage. You could overlook a larger area (less pesky barbarians!) and if they claim the tile they are on forts would allow you to upgrade your sentries there as well.
Or you could just have a special unit, like a military engineer. You'd have to produce him first so that counters the spammebility of forts. But I guess you already counted in extra cost and slower buildup of forts in neutral land. There is already a mod that allows to build forts in neutral land and it seems kind of stable.
Either way you could end up with another fort in your fort colony when they are built too close, it could be fun if forts in fort colony borders had special yields!
Oh culture could play a role in both prosperity and currency! Tradition would mean you are self sufficient -> your currency won't succumb as fast under stronger foreign ones. Honor would mean you'd have a military economy, war does not interfere with your prosperity. And Liberty means less downsides from having multiple currencies in your empire (if currency works like that), or an extra bonus to help you get a stronger currency in a far flung empire. Etc.
Spitballing:
Prosperity would probably be influenced with how many active wars you wage, production & food output of your empire (referring to surplus and the sale of that), trade routes that pass your border, the amount of AI allies you have and like you said happiness. Also maybe the size of your standing army and the amount of 'veterans'. Oh also, there is this theory that the Renaissance was kick-started by the black death that killed off so many people in parts of Europe. The survivors could demand better payment or they could suddenly get rich by stealing all the loose money from dead people lying around. That would probably mean sudden influxes of prosperity when you loose citizens, but that bonus lowers over time and should let you account for the the lowered production and food output that also influences prosperity. Oh and employment of course.
Currency I guess is sort of an influence on the outside world, its strength could be based on the amount of luxuries in your empire, but I think basic high food and production yields should not be overlooked. The Dutch for instance are looked upon as prosperous in the past because of our connections with the luxury trade from the East, but our biggest income probably came from trading Baltic grain. Currency strength would also be based on economical buildings in your empire I guess, and the mint (which seems a bit unfair). You'd probably influence other people with close by cities and how many trade routes you send to their empire, so just like religion actually.
Both seem to tie in to food and production output actually...since they could both symbolize citizens holdings and the trade of surplus to outsiders which influences ones currency.
The environment could probably play a role, like coast and rivers. Roads could be a huge deal, with would make AI behavior more understandable (settling their cities on your neutral roads! Argh ). Ohohoh and island cities could be way more prosperous!
Btw I was thinking about your remark about the fact that sadly you can't build trade units solely for inland uses. But you could create a resupply unit, one that you'd have to manually send back and forth between your core cities and colonies, where they'd drop either food or allow for cheaper purchases. It sounds like a lot of extra micromanagement so perhaps the unit could be really expensive but also really effective (being faster then normal units and maybe gifting more then regular inland traderoutes), maybe also with a counter for how many you can create. Or the unit might have to rest in a core city to resupply for a good amount of turns, changing per game speed.
Did you see my idea?
Is it mod support text (e.g. Decisions) for Hatshepsut? Or her standard text? I'll check it out.