KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
almost none of these are original, but
1. Puppet States... change to allow full control, but
They still can't build Wonders or units
They produce no Science, Gold, Happiness, or GPP
They produce no Trade route gold
They only produce Local culture (for claiming tiles)
They have 0 Population Unhappiness, and 0 Building Maintenance
(They still have City Unhappiness)
They give no increase in Social Policy Cost
2. Resisting/Razing Cities
Control over the Territory of those cities is given to the original controller of the city
3. "Very Unhappy"... cities cannot leave resitance while the civ is very unhappy. However, Production and Combat is normal.
4. Maritime States... each give
+(8-# of cities) food to the Capital
and
+1 food to the biggest 8 cities
Different Maritimes would stack ( so 2 would be)
+(16-2*# of cities) food in capital
+2 food in the biggest 8 cities
Era increases would increase the "8"
5. GP Improvements+Specialists
Increase general output of the Specialists
and increase GP improvements, Mines and Pasture/Plantations with techs.
6. Near Useless buildings
Military Base: with Flight should alow Airlift of an infinite # of units from tiles adjacent to it to tiles adjacent to a friendly Military Base (or a friendly city for more power)
it should give +1 Range to Cities
Stables should give +2 Happy with Combustion
7. Mounted Units
Should get a penalty for attacking cities (Mandelaku cavalry would be exception)
Should upgrade either to Tanks or Infantry
8. Large Empires... Tech Costs should increase by ~15% per city (not counting Puppets/Cities in resistance)
1. Puppet States... change to allow full control, but
They still can't build Wonders or units
They produce no Science, Gold, Happiness, or GPP
They produce no Trade route gold
They only produce Local culture (for claiming tiles)
They have 0 Population Unhappiness, and 0 Building Maintenance
(They still have City Unhappiness)
They give no increase in Social Policy Cost
2. Resisting/Razing Cities
Control over the Territory of those cities is given to the original controller of the city
3. "Very Unhappy"... cities cannot leave resitance while the civ is very unhappy. However, Production and Combat is normal.
4. Maritime States... each give
+(8-# of cities) food to the Capital
and
+1 food to the biggest 8 cities
Different Maritimes would stack ( so 2 would be)
+(16-2*# of cities) food in capital
+2 food in the biggest 8 cities
Era increases would increase the "8"
5. GP Improvements+Specialists
Increase general output of the Specialists
and increase GP improvements, Mines and Pasture/Plantations with techs.
6. Near Useless buildings
Military Base: with Flight should alow Airlift of an infinite # of units from tiles adjacent to it to tiles adjacent to a friendly Military Base (or a friendly city for more power)
it should give +1 Range to Cities
Stables should give +2 Happy with Combustion
7. Mounted Units
Should get a penalty for attacking cities (Mandelaku cavalry would be exception)
Should upgrade either to Tanks or Infantry
8. Large Empires... Tech Costs should increase by ~15% per city (not counting Puppets/Cities in resistance)