How will CS giving bonuses after capture work with UCS? Another killer change?
The conquered CSs would only give a friend bonus, not allied, and UCS doesn't affect those. Thus, UCS would be unaffected re: mechanics
Adding forced annexation will require new button so cs window will be reworked, right? I will need detailed info for CSL if this was done.
We would need to add an extra button to the "
Ask for Tribute" part of the menu, yes. I don't think CSLeaders icons would be much affected by that
I prefer Latifundium to Villa. Mostly because of Flax mechanic. Rest things maybe except those yields after capture are acceptable.
I like the Latifundium too, but I don't think it's stable enough to use as a base UC design for VP.
They swing in power way too much based on whether you start with a plantation luxury or something else like Gold mines. We also had to make them unpillageable and permanent so that they couldn't be used to spawn multiple copies of Figs for the same tile.
On the other hand, the Romans are not remembered for / associated with the conquest of a lot of city states. They did, of course (as many states at that time were rather small), but the thing that makes the Romans really unique is that they were able to build up a large empire and keep it for a long time (unlike for example the Mongolians). So, I think, Rome doesn't necessarily need a conquest bonus but rather a bonus on wide play. It's not really worked out yet, but some ideas could be:
Hard Disagree, that is how Rome started. Rome began as a minor city-state satellite of the Etruscans and expanded early by gobbling up their non-Etruscan neighbours to the south. First they forcefully annexed the Messapians, which drew them into conflict with the Samnites in the hills of central Italy, and then they wheeled south and gobbled up the individual colonies in Magna Graecia. The Greek colony of Neapolis/Naples joined with Rome fairly early on for all of this. And then the first Punic war was kicked off because the Romans were
invited into Messana on Sicily, and the Carthaginians were worried they were about to annex Syracuse.
Giving continued yields after annexation of city states also fits well, because the Romans integrated a lot of the ideas and materials from all the little city-states they conquered. Most obviously the Romans absorbed a lot of Greek culture, philosophy and ideas, and their early tactics were taken from the Greek Phalanx. That changed when they integrated the Samnites, and modelled their manipular legions after Samnite tactics. We also wanted to have the militaristic CS gifts part so that Rome has a secure source of
auxilia, which Rome almost wholly relied on for scouting and cavalry early on, and became more and more dependent on as the empire grew.
Then, you leverage your early city-state gobbling to take on a major civ (like Carthage), and once you have conquered enough and have enough space for all your villas, you can sit back and leverage your %

infrastructure boost to keep coasting ahead. You aren't going to be able to gamify an empire's longevity in civ, because the way the individual civs exist as entities at all for thousands of years is a basic game mechanic, and already the most artificial thing in the game. You'll notice that Ethiopia doesn't have a "longevity bonus", and I never attempted to give the Chola a "longevity" bonus, even though these are the two longest unbroken dynastic lines in history. Both of those civs put Rome’s longevity to shame. Hell, Eastern Rome is its own civ in the game, and it lasted a lot longer than the Western Roman Empire. So even Rome was less stable and long-lived than Rome
And I don't think puppets represent Rome well. IMO, a puppet is a defeated local state that is allowed to keep its OWN ruler, the former king. He must swear loyalty to his new overlord. Many ancient empires in the middle east worked that way. But Rome appointed governors from their own ruling class to a province. They rotated every few years back to Rome, freeing their post for another roman noble. Thise governors were part of the senate/imperial hierarchy. That's probably the most direct control you got in an ancient empire.
Very true. Rome's style of direct rule, and expanding citizenship to client people is not the behaviour of a distant, disinterested empire. Compare to Persia, who often allowed kings to keep all their laws, taxes and administrations as satraps. The later Roman emperors set up multiple different capitals, most famously the Tetrarchy of Diocletian, so they could exert more direct control as emperor closer to the borders. Rome became a historic old capital, but largely neglected and treated as a white elephant by the later emperors, who even moved the capital of the Latin province to Ravenna.
Also, if you gave Rome some bonus for puppets, then Venice and Rome would both have similar bonuses, and I think that's poo.
How about for UA something like "military training and courthouse buildings provide +1 happiness", plus some other bonuses?
So pretty much Japan's UA combined with Persia's Satrap's court. no thanks.