JasTiger
Chieftain
- Joined
- Jan 27, 2006
- Messages
- 52
Just a few things I've noted and I fully expect to be patched in at a future date because I'm 100% correct on this.
I'll add more as I play more.
Netherlands: Relax the restriction on polders. As it is, there are very few locations to actually build the things. Maybe 2 instead of 3 surrounding tiles? Or change it so its 3 OR 2 with a polder being the 3rd adjacent. So you can build polders out a bit if you invest in them up front.
Mapuche: The 20 loyalty decline is kind of a joke unfortunately. Its an awesome idea, but what does it really do? It lowers loyalty.....so that the city can just gain it back next turn? There are rarely enough units to make a dent in the loyalty, and any damage to loyalty is just reversed next turn if there is a governor or just plain normal loyalty. The change should be to either lower the loyalty for a few turns by a percentage of the unit destroyed. Say 40% of the units base strength, the city produces that less loyalty for say, 5 turns. If Lautaro kicks your butt, then yeah, the city can flip! Otherwise, as it is now, its just shrugged off and does nothing.
City Flipping: If a free city wishes to join my empire, I should have the option to keep, ignore, or RAZE the city. I don't necessarily want someones crappy forward settled city and should have the option to delete it (and get any appropriate warmonger penalty too)
Also give us more ways to exert loyalty pressure. Make them more pronounced with civics or governors rather than just one.
I'll wait to see my ideas patched in, tia.
I'll add more as I play more.
Netherlands: Relax the restriction on polders. As it is, there are very few locations to actually build the things. Maybe 2 instead of 3 surrounding tiles? Or change it so its 3 OR 2 with a polder being the 3rd adjacent. So you can build polders out a bit if you invest in them up front.
Mapuche: The 20 loyalty decline is kind of a joke unfortunately. Its an awesome idea, but what does it really do? It lowers loyalty.....so that the city can just gain it back next turn? There are rarely enough units to make a dent in the loyalty, and any damage to loyalty is just reversed next turn if there is a governor or just plain normal loyalty. The change should be to either lower the loyalty for a few turns by a percentage of the unit destroyed. Say 40% of the units base strength, the city produces that less loyalty for say, 5 turns. If Lautaro kicks your butt, then yeah, the city can flip! Otherwise, as it is now, its just shrugged off and does nothing.
City Flipping: If a free city wishes to join my empire, I should have the option to keep, ignore, or RAZE the city. I don't necessarily want someones crappy forward settled city and should have the option to delete it (and get any appropriate warmonger penalty too)
Also give us more ways to exert loyalty pressure. Make them more pronounced with civics or governors rather than just one.
I'll wait to see my ideas patched in, tia.