Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,304
By "more sharp" I mean they would determine basicaly the type of faction you play.
They might work like Civ1, 2 and 3 government, it is to say they would be a dozen and you could switch between them with revolutions occuring. the difference is that you would need to fulfil a pool of culture before being able to do so. So they are a mix between Civ1,2&3 govs, and Civ5 SPs.
The more you have cities, the higher culture score to reach in order to adopt or switch SP would be.
Forget about Puppet Cities. They exist, but you can't take benefit from them anymore. When you puppet a city/country, you are just assured to have a leader into them that goes into your direction, that's all. They will not declare war to you, unless you want to. They will still have an apparent autonomy, for example if you have a puppet civilization, it will still be the original civilization and leader. You can puppet civilizations or cities by going to war, or by other means. (espionnage which would become more important and sensitive) Puppet Cities may diverge at a point, like an old ally that turns out to be your enemy. So puppeting is never totally acquired.
Examples :
Pastoralism Social Policy for example can offer you not suffering unhappiness by conscripting people. It also can offer you a military prevalence (in fact, in unlocks a part of the technology tree) in the era around the conquest of China by the Mongols. (XIth?) Barbarism is another Social Policy that allows you to spread differently and having a military prevalence sooner than Pastoralism, around the Fall of Rome era. (Vth?) "Roman Empire" (find another name) is a Social Policy that gives you military prevalence earlier yet. You have different Social Policies that give you military prevalence (unlocks part of tech tree) at different eras. You have also Social Policies that give you a Research boost. Like you see, Social Policies work a little like Golden Ages, except that you choose when they happen, and their nature (in which domain they give you an incentive, military, gold, production, science, culture, food ? Most commonly a given social policy have several effects, maybe by unlocking them one by one just like in Civ5), and that they are more on the long run than just limited to some turns. you can't have several Social Policies domains activated in the same time.
Big empires would be slow to very slow to change policies. If you conquered a great part of the world under "barbarianism", you may have difficulties to switch you SPs.
A good mean in order to switch SP quickly would be to reduce your empire size. A little like Ottoman Empire that could "change" (not including judgement of valor here) by being reduced into Turkey only.
That would make possible Revolutions exploitable. "OK, I lost most of my cities xhich revolted, but at least I can change easily my SP for a more modern one".
They might work like Civ1, 2 and 3 government, it is to say they would be a dozen and you could switch between them with revolutions occuring. the difference is that you would need to fulfil a pool of culture before being able to do so. So they are a mix between Civ1,2&3 govs, and Civ5 SPs.
The more you have cities, the higher culture score to reach in order to adopt or switch SP would be.
Forget about Puppet Cities. They exist, but you can't take benefit from them anymore. When you puppet a city/country, you are just assured to have a leader into them that goes into your direction, that's all. They will not declare war to you, unless you want to. They will still have an apparent autonomy, for example if you have a puppet civilization, it will still be the original civilization and leader. You can puppet civilizations or cities by going to war, or by other means. (espionnage which would become more important and sensitive) Puppet Cities may diverge at a point, like an old ally that turns out to be your enemy. So puppeting is never totally acquired.
Examples :
Pastoralism Social Policy for example can offer you not suffering unhappiness by conscripting people. It also can offer you a military prevalence (in fact, in unlocks a part of the technology tree) in the era around the conquest of China by the Mongols. (XIth?) Barbarism is another Social Policy that allows you to spread differently and having a military prevalence sooner than Pastoralism, around the Fall of Rome era. (Vth?) "Roman Empire" (find another name) is a Social Policy that gives you military prevalence earlier yet. You have different Social Policies that give you military prevalence (unlocks part of tech tree) at different eras. You have also Social Policies that give you a Research boost. Like you see, Social Policies work a little like Golden Ages, except that you choose when they happen, and their nature (in which domain they give you an incentive, military, gold, production, science, culture, food ? Most commonly a given social policy have several effects, maybe by unlocking them one by one just like in Civ5), and that they are more on the long run than just limited to some turns. you can't have several Social Policies domains activated in the same time.
Big empires would be slow to very slow to change policies. If you conquered a great part of the world under "barbarianism", you may have difficulties to switch you SPs.
A good mean in order to switch SP quickly would be to reduce your empire size. A little like Ottoman Empire that could "change" (not including judgement of valor here) by being reduced into Turkey only.
That would make possible Revolutions exploitable. "OK, I lost most of my cities xhich revolted, but at least I can change easily my SP for a more modern one".