So Xyth, when you designed Syndicates what was your purpose?
About Syndicates: I guess I should avoid to create those syndicates that deal with those resources I own. So I founded The Triads, since I have few of those resources this syndicate deals with. And then I should expect this syndicate expands over AI cities while avoiding my cities... and my benefit is exclusively to bother my opponents. Isn't it?
First: I'm not sure is worth for me to create syndicate agents in order to expand, they are very expensive to produce.
Second: I've got a quest where I'm tasked to attack and takeover from opponents Silk, Amber and Jade (all of them resources related to the Syndicate The Triads). I feel it not coherent, since I should prefer not to own those resources in order to don't get The Triads expanded over my cities.
Yet another question: when a corporation/syndicate gets bankrupt?
About the same as usual turn-wise, but it can be micromanagement-heavy.how long does a game last?
Well, you are pop-capped most of the game, so no wonder. In HR you also need 2x food to grow per pop, but it's easily modified, except it makes unrest even harder to manage.I am also a fan of realism invictus but it takes forever even on normal speed.
The more cities you have, the earlier you have to invest into culture, especially if your is undermined by neighbours (it doesn't even need to touch to be affected by diffusion). Happiness/Health deficit hurts a lot, so mines and floodplains are costly. Afaik foreign religions (including non-adapted native religion) are -15 each and you get -1 happiness on top of it until you build their temple. Overall, unrest guarantees that there are no unimportant systems - each affects how many cities you can control and how good you are at surviving culture pressure in a race for new resources. For the full list of factors just hover unrest bar. Priest spam can salvage mostly anything as long as you've prepared enough slots, traditional leaders can also build culture at 100% rate and Golden Ages reset unrest almost completely.My other question is about the feature that some cities can split off. Does this only affect the civics or are there other factors that can cause cities to split off?
Yes, they can secede and become barbarian. But in case you accumulate enough unrest in various of your cities, they can secede and spawn a new civilization.Wow that sounds good. Can't wait to play more tonight.
Also excited to see expanded possibilities with diplomacy and corporations.
One last question.
I read that the cities that secede become barbarian. Can't you just conquer them back?
You still lose buildings and it especially hurts in HR with whipping being unviable, also you lose all the culture (which is actually worth a lot).I read that the cities that secede become barbarian. Can't you just conquer them back?
Actually, diplomacy is in a terrible condition currently - you get punished for AIs breaking agreements with you and you get permanent malus for each time you've changed religion, not reset by adopting a common one. Balance and pace suck too, I've tried making a patch, but there isn't enough people around to calibrate it further. I'll attach it here. Xyth is busy IRL, so we are on our own.Wow that sounds good. Can't wait to play more tonight.
Also excited to see expanded possibilities with diplomacy and corporations.
Mostly what Casual Terrain in my sign does + adressing most blatant cases of imbalance specific for HR like slavery being completely unviable, Land Tenure being better than everything else in it's category (except arguably Nationalism with it's hammer and culture), Academy and other science boosters being too impactful, Renaissance tech about x1.5 cost and later x2 cost to salvage the pace somewhat, food for growth per pop lowered to 3 (2 in Vanilla, 4 in HR).What does your Patch Do?
For growth. Not consumed. The maximum value of stockpiled food before growth occurs increases each proc.Are you Sure with food for pop?
I just checked it and every Pop eats two food like in BTS.