killmeplease
Mk Z on Steam
...and favor peaceful development
The idea is inspired by "How to reward small empires", "Science system" and some other threads.
What it is based on is an intensive way of development, in contrary to extensive growth, and on social policy mechanism of civ5. There are two base principles:
1. science come from specialists for most
2. specialist-boosting policies are hardly available for big empires.
so, for the first plank:
- science from common population lowered: 0,5 per population
- per population bonus for library removed.
- city generates additional +1 per each specialist.
so, 1 scientist specialist generates a base value of 4 that is equal to output of 8 citizens. later in the game scientists as well as other specialists got boosted even further by policies, much of which will be hardly available for big empires. read details below.
I. Civics and policies, core mechanics
lets call policy trees "civics". how the new civic system will work?
- civic adoption is free.
- swiching civics launches dark age (if you adopt a new civic but do not swich to it from some old one, there is no dark age). *dark age is an opposite to the golden age, it hurts and output.
- each policy has its cost (like a technology do)
- policy cost is being risen exponentially with number of cities (see zipped xls file demonstrating this in attachment)
- costs also rise with number of adopted policies, but not that dramatically as now (linear relation there should be)
- three cost groups: cheap, average, high. for big empires, average-priced policies will be very hard to get, highly-priced - impossible (with great philosopher only, see below).
- interface: notification appears when there's enough culture to buy some new policy.
II. Great Philosophers. These are great people that could give a couple of expencive policies (like communism) to big empires.
great philosopher gives free social policy
can create (what?) improvement
great philosopher points can be acquired from:
judge specialist (1 slot in courthouse, +2 )
priest specialist (1 slot in temple, +1 , +1 )
great philosopher points generating wonders: porcelain tower, parthenon.
III. new/changed policies. Policies should be changed for expencive policies to boost specialists.
*** OWNERSHIP
adoption: +2 per great people's improvements (academy, landmark etc)
consumerism: 15% gold from . cost: cheap
corporations: +1% rushbuy discount per citizen. cost: average
antimonopoly: -25% buildings maintenance expences in cities with courthouse*. reqs: corporations. cost: average
capitalist lobby: merchants +2 . cost: average
patent law: scientists and engineers +2 , +1 . reqs: capitalist lobby. cost: high
copyright: 15% from output, artists +2 . reqs: patent law. cost: high
*courthouse should be available to buid in any city, giving 1 judhe slot and something like lowering rebellion probability.
*** TRADITION
mythology: +1 per specialist. cost: average
aristocracy: +1 per military unit. cost: high
*** LIBERTY
meritocracy: +2 per scientist. cost: high
oligarchy : +2 per merchant. cost: average
justice: ?
what we have for big empires? there are cheap policies and such civics as Autocracy, Piety and Order, providing "per city" bonuses and the new Power civic for early-game expansive military empires:
*** POWER
adoption: gives a military uint
segregation: non-specialist citizens eat 25% less food. cost: cheap.
forced labor: can capture slaves*, less production penalty for unhappiness, reqs segregation. cost: cheap
tyranny: final (after happiness is deducted) reduced by 50%, cost: cheap
expropriation: player gets 5*era*population gold and a short dark age, reqs tyranny, cost: cheap
leader worship : +2 per monument, reqs tyranny, cost: average
*slave is a unit like worker that can work and also hurry production in cities a little and can be settled as well.
IV. mutually exclusive civics:
power - ownership
power - freedom
power - piety
order - commerce
order - ownership
V. particular policies disabled by certain civics:
tyranny - liberty
humanism - power
justice - power, autocracy
The idea is inspired by "How to reward small empires", "Science system" and some other threads.
What it is based on is an intensive way of development, in contrary to extensive growth, and on social policy mechanism of civ5. There are two base principles:
1. science come from specialists for most
2. specialist-boosting policies are hardly available for big empires.
so, for the first plank:
- science from common population lowered: 0,5 per population
- per population bonus for library removed.
- city generates additional +1 per each specialist.
so, 1 scientist specialist generates a base value of 4 that is equal to output of 8 citizens. later in the game scientists as well as other specialists got boosted even further by policies, much of which will be hardly available for big empires. read details below.
I. Civics and policies, core mechanics
lets call policy trees "civics". how the new civic system will work?
- civic adoption is free.
- swiching civics launches dark age (if you adopt a new civic but do not swich to it from some old one, there is no dark age). *dark age is an opposite to the golden age, it hurts and output.
- each policy has its cost (like a technology do)
- policy cost is being risen exponentially with number of cities (see zipped xls file demonstrating this in attachment)
- costs also rise with number of adopted policies, but not that dramatically as now (linear relation there should be)
- three cost groups: cheap, average, high. for big empires, average-priced policies will be very hard to get, highly-priced - impossible (with great philosopher only, see below).
- interface: notification appears when there's enough culture to buy some new policy.
II. Great Philosophers. These are great people that could give a couple of expencive policies (like communism) to big empires.
great philosopher gives free social policy
can create (what?) improvement
great philosopher points can be acquired from:
judge specialist (1 slot in courthouse, +2 )
priest specialist (1 slot in temple, +1 , +1 )
great philosopher points generating wonders: porcelain tower, parthenon.
III. new/changed policies. Policies should be changed for expencive policies to boost specialists.
*** OWNERSHIP
adoption: +2 per great people's improvements (academy, landmark etc)
consumerism: 15% gold from . cost: cheap
corporations: +1% rushbuy discount per citizen. cost: average
antimonopoly: -25% buildings maintenance expences in cities with courthouse*. reqs: corporations. cost: average
capitalist lobby: merchants +2 . cost: average
patent law: scientists and engineers +2 , +1 . reqs: capitalist lobby. cost: high
copyright: 15% from output, artists +2 . reqs: patent law. cost: high
*courthouse should be available to buid in any city, giving 1 judhe slot and something like lowering rebellion probability.
*** TRADITION
mythology: +1 per specialist. cost: average
aristocracy: +1 per military unit. cost: high
*** LIBERTY
meritocracy: +2 per scientist. cost: high
oligarchy : +2 per merchant. cost: average
justice: ?
what we have for big empires? there are cheap policies and such civics as Autocracy, Piety and Order, providing "per city" bonuses and the new Power civic for early-game expansive military empires:
*** POWER
adoption: gives a military uint
segregation: non-specialist citizens eat 25% less food. cost: cheap.
forced labor: can capture slaves*, less production penalty for unhappiness, reqs segregation. cost: cheap
tyranny: final (after happiness is deducted) reduced by 50%, cost: cheap
expropriation: player gets 5*era*population gold and a short dark age, reqs tyranny, cost: cheap
leader worship : +2 per monument, reqs tyranny, cost: average
*slave is a unit like worker that can work and also hurry production in cities a little and can be settled as well.
IV. mutually exclusive civics:
power - ownership
power - freedom
power - piety
order - commerce
order - ownership
V. particular policies disabled by certain civics:
tyranny - liberty
humanism - power
justice - power, autocracy