JosEPh_II
TBS WarLord
So what would you chnage to allow smaller empires to keep up more?
We already have Tech diffusion for that.
Maybe Noriad2 doesn't like to use it though? Don't know. <shrug>
JosEPh
So what would you chnage to allow smaller empires to keep up more?
I do have to counter one of Mouse's points though... he said that plots could use more power... I must say this observation would have to come from an older play experience and may stem from an earlier era. By modern, plots have a HUGE impact and the quality of the plot can differ greatly. Much strength has been given back to larger plot capturing cities.
I'm not sure. I mean there's a LOT of production from buildings and there probably should be by then. BUT an average plot production FAR outweighs the value one gets from a specialist at least.
We've already in the past made the buildings cost a ridiculous amount of per turn and that didn't pan out so well. Those buildings everyone said was "necessary to build" started to Not being built At All. Ask Hydro I bet he still remembers that experiment quite well.
So what would you chnage to allow smaller empires to keep up more?
@Noriad2
Do you consider what wonders you build in a city? Such as putting a bunch of Great Scientist generating wonders in one city?
@Noriad2
Also in this case do you play with or without wonder limits?
So what would you chnage to allow smaller empires to keep up more?
Perhaps this:
In the Europa Universalis series if strategy games, large multicultural multi-religious empires are inherently more unstable than small monocultural mono-religious empires. Therefore a small monocultural monoreligious empire can allow more free thought.
In a large multicultural multi-religious empire it is wiser to preventively execute or imprison a few free-thinkers before they start rousing the rabble and make the empire crash in civil wars.
An overhaul of the religion system seems to be planned by Dancing Hoskuld.
Many religions go through different stages over history. Sometimes they are dogmatic and oppressive, sometimes they are moral, sometimes they are militant, sometimes they are pacifist. Sometimes they are corrupt money-suckers. If a player gets more control over the nature of his religion(s), perhaps in a new religion system he can choose what factor his temples increase: stability, happiness, science, militancy etc. Players with a large unstable empire would most likely choose to use his religion to increase stability while players with a small stable empire would chose to use his religion to increase science. In other words:rulers can order their priests to preach tolerance, militancy, pacifism etc but only one thing at a time.
Right now, stability is easy to keep low, even on deity/nightmare. The only time stability becomes a problem is when you conquer a large city, don't have enough education and crimefighting, and neglect to increase those as soon as possible.
Also, I'd like to have multiple religions in the same city be another risk factor for stability. A ruler can mitigate that by having religions (at least those he controls) preach religious tolerance. But again, the rules should be so that priests of one religion should only be able to preach one thing at a time.
This is all predicated on the use of REV Option correct? If it is, What if you don't use REV?
And if it is based on using REV, then it should be so stated to keep the concepts in context.
Base Mod vs Using REV Option has a world of difference between them with a world of different strategies and outcomes.
@Noriad2
Do you consider what wonders you build in a city? Such as putting a bunch of Great Scientist generating wonders in one city?
Also in this case do you play with or without wonder limits?
This is most glaringly obvious if you have the RevMod on or create vassals. These vassals struggle to survive against the sudden -30 drop in health and happiness that 'liberating' them caused. Usually I have to help them along by providing a bunch of health and happiness bonuses and even money or they will never grow.
As Revolutions are on by default (but there is an option to turn it off), I simply assumed that Revolutions are part of the base mod.
Liberating colonies in C2C is the same as killing all the cities in the colony if you play with Rev on. The immediately go into anarchy so that they can move from the base civics, by the time the anarchy is over the cities have all revolted or been taken over by barbarians. Giving them a 2 turn golden age would fix that but they will still have lost access to all the myth buildings and the other building they may have gotten through pseudo and normal wonders in their old empire.