Argive
Chieftain
I think a key weakness of G&K is its inability to simulate colonization. Building new cities in the renaissance period is too costly in terms of culture. Besides, at that period you're usually trying to improve happiness or to catch up scientifically.
I think a new military unit to be unlocked at the same time as the caravel would solve the problem. I would call this the colonist. It would have some defense (a bit higher than the scout) and really high mobility. Also, it would have the ability to establish colonies -- cities that don't increase the culture cost of policy or lower happiness. They would produce no science but yield twice the gold and some culture. Perhaps colonists should also be able to convert conquered cities with no land connection to the capital and below a certain population level into colonies, like what the Spaniards did to the Aztecs, Mayas, and Incas.
I would make the colonist a military rather than a civilian unit so it could be bought with faith. Again, I'm thinking of Spain -- excess religious energy from the reconquista.
To simulate the lack of control over early modern colonies, I would make certain buildings or units unavailable in the colonies. For instance, artillery and cavalry; cathedrals; world wonders and national wonders; culture buildings; and defensive buildings (maybe there should be a specific, half-ass defense building like the stockade). Perhaps new policies or techs could eventually unlock them.
Policies and religious beliefs could be redesigned to help the growth or development of colonies. (How about a "dissent" belief that makes colonists cheaper and increases food production in the colonies? Commerce policies to increase gold coming from colonies? )
Once colonies hit a certain size, they would become, depending on whether you have a policy like constitution or democracy, fully independent city-states or 'dominion's -- city-states with which you have 100+ influence. (Earlier colonies would therefore be more likely to be fully independent.) So it should be an interesting choice whether you let the colony grow or try to avoid growth there.
I think a new military unit to be unlocked at the same time as the caravel would solve the problem. I would call this the colonist. It would have some defense (a bit higher than the scout) and really high mobility. Also, it would have the ability to establish colonies -- cities that don't increase the culture cost of policy or lower happiness. They would produce no science but yield twice the gold and some culture. Perhaps colonists should also be able to convert conquered cities with no land connection to the capital and below a certain population level into colonies, like what the Spaniards did to the Aztecs, Mayas, and Incas.
I would make the colonist a military rather than a civilian unit so it could be bought with faith. Again, I'm thinking of Spain -- excess religious energy from the reconquista.
To simulate the lack of control over early modern colonies, I would make certain buildings or units unavailable in the colonies. For instance, artillery and cavalry; cathedrals; world wonders and national wonders; culture buildings; and defensive buildings (maybe there should be a specific, half-ass defense building like the stockade). Perhaps new policies or techs could eventually unlock them.
Policies and religious beliefs could be redesigned to help the growth or development of colonies. (How about a "dissent" belief that makes colonists cheaper and increases food production in the colonies? Commerce policies to increase gold coming from colonies? )
Once colonies hit a certain size, they would become, depending on whether you have a policy like constitution or democracy, fully independent city-states or 'dominion's -- city-states with which you have 100+ influence. (Earlier colonies would therefore be more likely to be fully independent.) So it should be an interesting choice whether you let the colony grow or try to avoid growth there.