WARNING: INCOMING MASSIVE WALL OF TEXT!
1. The easier solution, and the one that I will take, is to remove the Improvements requirement, from both CBP and CP.
Makes sense, even though I still love the idea of needing the Villages. It's just too bad it's impossible on water-heavy maps!
2. Drill Academy is an excellent idea! Don't know why I didn't think of that
Will be in the next update. Out of interest, do you remember by how much the distance penalty was costing? What map was this on? This will probably help me figure out how much Loyalty the DA should yield, without it being too much - unless you had any thoughts as to the right amount?
Oh ok, cool-- yeah I think Drill Academy is a natural fit, and even better, it's Colony-only!
And as for the specific details, I have some screenshots for you below. First, though, it might help you to know that I was playing on a Small Archipelago map on Epic Speed at the Emperor Difficulty (with no extra city-states or civs, standard rules). Now for the first screenshots:
The above two images are of the same colony, New Amsterdam, on the same turn. The first is when I have a Spy in the colony, and the second is when I have it without. Without the Spy, the colony is Separatist. At first this didn't really bother me until I started taking enemy cities on my path to a Domination victory (which, even on a small map, was going to take me quite some time, possibly because of Epic pace). When I began taking these cities, I realized that I didn't have enough spies to keep these cities pacified. I want to make it clear that I
love that Spies give a Loyalty effect (so awesome flavor-wise!), and I think it makes sense that it's a big one, but the problem becomes that there just isn't enough I can do to keep these cities (be they Colonies or Annexes) Loyal if I want them to grow and prosper. I'm somewhat torn, because in the British Colonies in North America, for example, the larger and more affluent they became the more they entertained thoughts of self-identity and separation from British rule so it makes sense that Distance from Capital scales with population. But at the same time, what I was doing in this colony is precisely what actually turned those
thoughts of self-identity and self-governance into action: I was stationing my troops there at (kind of) their expense, I was building Barracks and Armories to house my troops to (presumably) keep the population in line. I even deployed spies there to root out people who disagree with my rule (and I like to imagine have secret prisons and/or executions) and keep informed on those who were fomenting rebellion.
Again, I love all of this, but it doesn't seem like it's enough (game mechanic-wise OR historically!)-- this didn't work with the British rule in the former 13 Colonies, and it isn't tenable here, either. I don't have unlimited Spies (I have 2), and as I consider myself a benevolent ruler, I wish there were some non-coercive tools at my disposal. I can understand their frustrations at being ruled by a somewhat far-away and disconnected power, or them wanting proper representation in my/their/our government, or them having taxation/economic structure concerns. Unfortunately all (not
all, but you know what I mean) I can do is heavy-handidly station troops there, build Barracks, and Spy on them. I can't offer them any actual incentives, just punishments-- I'd love to build them diversions, or actually address their concerns by giving them a House of Representatives or a Tariff Office or whatever (you can tell I'm bad at this!
), or even "propoganda" pieces like Statues or something showing them they are a part of such an incredible Empire. I think you get the point though-- I have nothing to offer them, only ways to "threaten" them to remain Loyal. This doesn't make much sense historically or flavor-wise, and it doesn't seem to work very well game-wise. I mean, look at that city! New Amsterdam is a wonderful city! And from later screenshots, you'll see that I'm an incredible civilization-- extremely wealthy and cultured, with a massive military out winning wars for the glory of our people, and we are a deeply religious nation. Yet unless I'm somewhat suppressing them and spying on them, they don't want anything to do with me!
And again, I could keep New Amsterdam (so long as they don't grow
too large or prosperous) by using these heavy-handed tactics, but what of foreign capitals? I want Carthage, which I'll soon capture, to be a prosperous and happy part of my Empire. Should that be easy?
Absolutely not. Should it be possible? Yes! Unfortunately if I want to keep the other parts of my empire prosperous, or capture other cities and have them assimilate (at great cost) into my empire, I simply don't have the tools to do it. I don't think that I should be able to capture and integrate
every city happily into my Empire, but I think I should have the tools to do it for
at least 1/4 of the cities I capture, surely? Otherwise I just run into the annoying patch-work of foreign cities being spammed by the AI amongst the ruins of conquered nations. At this point, I'm just burning cities to the ground because I know I have three choices: 1) Keep them as meager outposts that contribute (next to) nothing except land to the Empire, 2) Try to grow them to become prosperous cities which they will hate me for, or 3) Just forget the bother and burn them in the hopes that I can end the game before they spam more cities I have to deal with.
To show this point, below are a few more screenshots, this time of a comparison between a Puppeted city and an Annexed one (which we can also compare to my founded Colony):
The first image shows the distance from my capital each city is (not that far, really). The second and third images show the two highlighted cities' Loyalty modifiers. I captured both cities about 200 turns ago (I think? You can probably do the math based on Unbroken Rule-- .1% per turn? Maybe? lol), but didn't care much for the first one (Vilcas) so I just puppeted it. The second one (Tiwanaku), though, had a few factors that made me want to Annex it: I wanted to see what the new Annex was like (hadn't annexed a city since I installed CBP&friends and your mod), I thought the war would continue and I would need a forward base of operations (they actually capitulated a few turns later, which is
awesome! So amazing to have Vassals back in Civ again!), and it's in a pretty good location with access to unique luxuries and decent growth and production.
Now to the comparison. If I'm right about the .1% per turn of Unbroken Rule, we know that I captured Vilcas 34 turns before I captured Tiwanaku (they've never changed hands since I captured them). Yet Vilcas is smaller in population and much less developed in both infrastructure and output
and has a
significantly higher Loyalty than Tiwanaku (a difference of a whopping 43%!). Now for the most part, again, I really like this-- the primary concern historically of far-flung parts of Empires or conquests has been self-rule. Puppets self-rule, while I can control Annexed cities, so Annexed cities should be harder to keep happy. Also, because puppets self-govern, they can be more susceptible to corruption and in-fighting because of lack of accountability to a larger governing body, so it makes sense to me that Puppets basically suck in this game. I mean, look at the difference in resource output-- and keep in mind that Tiwanaku is only 4 "citizens" larger and was captured
after Vilcas! And by the way, Tiwanaku would actually be much larger but I've been forcing really slow growth (notice all those unemployed people on the right) and then starving them once they grow because once they hit 22 pop they go into Separatist mode (I was actually doing this in New Amsterdam as well until I got the Spy in there). One city is putzing along at their own pace, and the other is positively thriving, yet the one that is clearly more affluent is way unhappier with the way I'm running things. Which again is not really an issue in and of itself-- they probably envy self-rule. The problem is that I don't (feel like I) have adequate tools to placate these citizens and convince them of the greatness of my civilization. I mean, good lord, these people are
way better off as citizens of the Netherlands than they ever were (or ever were going to be) as citizens of the Inca. I want to win their hearts and minds!
Anyway, as you can see, both my Spies are tied up enforcing Loyalty in my single Colony and my single Annexed city, so I cannot replicate this somewhat tenuous but stable relationship in any other cities I capture. As Puppets are never going to be productive, affluent, contributing members of my Empire, it's not really an option if I want them to truly assimilate into my Empire. And without the options to convince/placate (in addition to coercing) them that my cause is just and my rule is a good one, I'm simply left with them rebelling (Separating) every two dozen turns and recapturing them or razing the cities to the ground and hoping the AIs don't city-spam me too hard.
3. I'll certainly give some thought to this, although I don't have any solutions at hand.
I think for a solution to a lot of these issues I once again fall back on Sovereignty (though it occurs to me you may not use/like RtP), especially as my hands are particularly tied for adding new Buildings, Wonders, or the like. For instance, I have finished up, inspired by your post, one Reform which will increase the Organized Crime threshold, and have added to the set of Legal Reforms many concerning Loyalty and Crime.
But it was my intention to have two means of counteracting OC in Crimes - one from the National Intelligence Agency and the other from the International Criminal Court resolution. The latter had to be removed for technical reasons (it didn't work
), but I didn't substitute it for anything at the time of removal. However, in the next update, I'll look at readding the ICC as a world project instead. This, and the NIA, probably wouldn't deal with OC before the Modern Era, so I'll have to think about OC as a problem of the pre-Modern Era and see what I can do about it.
Well maybe that's my problem-- I need your other mod! lol I'll have to check it out-- so far I'm loving your stuff!
Just so you can see what I was referring to, I've thrown in another screenshot below:
This is my third founded city, Utrecht, and it is quite the beacon of prosperity for the rest of my Empire. As you can see, it has almost all of the buildings available at my current era, and it definitely has all of the crime-reducing buildings (and Wonders in my Capital). However, understandably, it has a lot of crime! I have no problem with this, it just makes me really sad that I can't protect my people from Organized Crime. This "gripe" is more a "feel" of gameplay than a balance concern (which I believe my earlier concern is). I mean, from a gameplay perspective it really makes no important difference-- my Empire is ridiculously wealthy, so whatever, let the crime lords reap it in too. I'll never miss it (after all, it's supposed to be an alternative to maintenance costs, right?). But the feel of your mod has made me really care about my people in a way that I
never have before, and I want to help them! lol As a ruler who cares about my people, I want to use my massive wealth, power, and influence to stifle this criminal element that is hurting hard-working Dutch people! Gameplay-wise there is probably no difference-- I'd imagine it would just be a maintenance-costly building or two I could build that would decrease crime to a more manageable level, so it's just converting food/faith/culture/etc. lost into gold lost per turn, but it would
feel like I'm making a difference in the lives of my citizens by transferring that cost from them onto the Crown. In the end, it's a very trivial concern as it wouldn't really affect gameplay, but the role-playing feel of your mod could definitely be aided by a feature like this!
So maybe this could go onto a lower portion of a far-future "to maybe do" list.
I truly enjoyed this write-up - it was very eloquent. Thank you. If you have anything to say on Health, I'd love to hear it
I'm glad you enjoyed it, and I hope you've enjoyed this one (assuming you've made it this far)! I don't have a ton to say on Health-- I love that it's back, and it makes my games more immersive. I'm not so sure about jungle starts, so that may need some testing. But I've seen my food stores being contaminated by all manner of plagues (seriously, you've added a
lot of plagues to this! Awesome work!), and I've been heartbroken when, very rarely, a "citizen" will die of plague. Having read some of the other comments on here, I can't blame people for having missed the decreased food (it's pretty easy to miss!), but I also think it's probably fine-- no need to clutter up the notifications any more than they already are. As far as the Great Doctor (or someone similar to that description), I'll confess I never used one to increase the population because of the earlier issues I was having with maintaining Loyalty in Colonies and Annexes. It was nice, if a bit underwhelming as far as a great person ability, to be able to clear plagues. I'm curious though-- does he/she clear plagues from
all owned cities, or only the one he/she is in? I got notifications for every city, whether they had plagues or not every time I performed the cure plague (or whatever) action, but I could only perform that action in a plagued city.
Anyway, thanks for responding and I'll get back to testing and enjoying this awesome mod!