Urdnot_Scott
Sultan
In my short time here I've noticed that you guys do love to complain, that's not a criticism by the way, who doesn't? This complaining is less whining and more pointing out the flaws in a great game, and it works too (we got Zulu, didn't we?)
Anyway, I've noticed one of the biggest complaints is Bloobs and eurocentrism. We have 4 civs that did a huge amount of work in Greece, after all.
So, rather than merely moan about kamehama and his bloob, we should suggest how it SHOULD be handled, allow me to start.
India is a disaster in every way, so we can start here, lets split it into 2 to start, but more can be done:
The Mughal Empire
The Maratha Confederacy
I could go on with the Maurya or whatever, but really, I'd keep it here personally, as otherwise you start to sacrifice marketablility and gameplay for historical accuracy.
This isnt really to discuss wether you're pro-bloob or not, as we could argue that for hours and has been done to death, just to offer alternatives. (feel free to challenge my India rework too, I'm not perfect... mostly)
Anyway, I've noticed one of the biggest complaints is Bloobs and eurocentrism. We have 4 civs that did a huge amount of work in Greece, after all.
So, rather than merely moan about kamehama and his bloob, we should suggest how it SHOULD be handled, allow me to start.
India is a disaster in every way, so we can start here, lets split it into 2 to start, but more can be done:
The Mughal Empire
Spoiler :
Leader: Akbar the Great
Capital: Agra
UA: Alamgirs Jizya - Annexing a city that followed a different religion to yours yields +1 gold for every 2 followers in that city. +1 Tourism from citadels, and forts provide +1 culture when worked.
UB: Maktab (courthouse replacement) - Not only pacifies Annexed cities as usual, but also provides +3 faith and a 15% increase in religious pressure from that city, this pressure only applies to your own majority religion, not the majority religion of the city it is based in. Once your empires majority religion is the majority in this city, it produces an extra 1 faith, and 1 culture. It also only has 1 maintenance compared to the bank-breaking 3 of a regular courthouse, if that seems overpowered remember it can only be built in annexed cities, so it needs to be slightly stronger than buildings one can build in ones own cities.
UU: Jaigarh Cannon. (Cannon replacement) -
Cost: 200
Strength: 14
Ranged Strength: 22
Range: 2
Moves: 2
Naturally slightly stronger and more expensive than the regular cannon, however, the Jaigarh gains +1 range when inside a fort, +1 range and +2 ranged strength when inside a citadel, costs 25% of its normal maintenance when inside either. (Cities with a castle count as a fort)
Gameplay Style: I like this one since the Maktab and Jizya work together, the Maktab will drive down 'enemy' followers, depriving you of that extra gold, so the Mughals will always be forced to be out bullying other religions, which should be easier in the late game thanks to the tough cavalry replacement that doesnt require horses, pump them out and go around attacking the other religions!
Capital: Agra
UA: Alamgirs Jizya - Annexing a city that followed a different religion to yours yields +1 gold for every 2 followers in that city. +1 Tourism from citadels, and forts provide +1 culture when worked.
UB: Maktab (courthouse replacement) - Not only pacifies Annexed cities as usual, but also provides +3 faith and a 15% increase in religious pressure from that city, this pressure only applies to your own majority religion, not the majority religion of the city it is based in. Once your empires majority religion is the majority in this city, it produces an extra 1 faith, and 1 culture. It also only has 1 maintenance compared to the bank-breaking 3 of a regular courthouse, if that seems overpowered remember it can only be built in annexed cities, so it needs to be slightly stronger than buildings one can build in ones own cities.
UU: Jaigarh Cannon. (Cannon replacement) -
Cost: 200
Strength: 14
Ranged Strength: 22
Range: 2
Moves: 2
Naturally slightly stronger and more expensive than the regular cannon, however, the Jaigarh gains +1 range when inside a fort, +1 range and +2 ranged strength when inside a citadel, costs 25% of its normal maintenance when inside either. (Cities with a castle count as a fort)
Gameplay Style: I like this one since the Maktab and Jizya work together, the Maktab will drive down 'enemy' followers, depriving you of that extra gold, so the Mughals will always be forced to be out bullying other religions, which should be easier in the late game thanks to the tough cavalry replacement that doesnt require horses, pump them out and go around attacking the other religions!
The Maratha Confederacy
Spoiler :
Leader: Chatrapatti Shahu
Capital: Pune
UA: Shiva Sutra - Double movement points in jungle, Gain XP, culture and gold when retaking a city, double XP for units fighting in home territory.
UU: Pal (Privateer) -
Cost: 125
Strength: 25
Moves: 6
Cheaper to produce than the privateer, and comes without the coastal raider promotion, however gains +20% strength for every adjacent foe.
UB: Ganpats (Rifleman) -
Cost: 200
Strength: 35
Moves: 2
Same as rifleman however gain a +2% bonus to XP generation for every social policy adopted and start with the Drill I promotion. Ganpats increase a cities garrison strength by 4 when stationed inside, and increase happiness by 1.
Gameplay Style: Yeah, its another warmonger civ, with 2 UUs.. or is it? I've worked here to try and keep this civ milliatary based, but also to keep it on the defensive more than anything, as in real life. The UA gives bonuses for being invaded, while the Pal is good for fighting against forces larger than their own, and the Ganpat is an elite unit however the crippling cost will make you rethink taking them out to invade your neighbours, while giving you bonuses when stationed in your cities.
Capital: Pune
UA: Shiva Sutra - Double movement points in jungle, Gain XP, culture and gold when retaking a city, double XP for units fighting in home territory.
UU: Pal (Privateer) -
Cost: 125
Strength: 25
Moves: 6
Cheaper to produce than the privateer, and comes without the coastal raider promotion, however gains +20% strength for every adjacent foe.
UB: Ganpats (Rifleman) -
Cost: 200
Strength: 35
Moves: 2
Same as rifleman however gain a +2% bonus to XP generation for every social policy adopted and start with the Drill I promotion. Ganpats increase a cities garrison strength by 4 when stationed inside, and increase happiness by 1.
Gameplay Style: Yeah, its another warmonger civ, with 2 UUs.. or is it? I've worked here to try and keep this civ milliatary based, but also to keep it on the defensive more than anything, as in real life. The UA gives bonuses for being invaded, while the Pal is good for fighting against forces larger than their own, and the Ganpat is an elite unit however the crippling cost will make you rethink taking them out to invade your neighbours, while giving you bonuses when stationed in your cities.
I could go on with the Maurya or whatever, but really, I'd keep it here personally, as otherwise you start to sacrifice marketablility and gameplay for historical accuracy.
This isnt really to discuss wether you're pro-bloob or not, as we could argue that for hours and has been done to death, just to offer alternatives. (feel free to challenge my India rework too, I'm not perfect... mostly)