stealth_nsk
Deity
In my last game I got a settlement during the happiness crisis in antiquity - on of AIs was unable to handle it.
Agreed, it'd also introduce another way to deal with the crisis - not caring about happiness and instead using military force to recapture cities that try to break off.I'd much rather they introduce something similar to loyalty flipping in VI, where the flipped city becomes a hostile independent power.
Haha I actually had a wip comment with thoughts how I'd alter the crises with a few similar ideas:Crises threat levels in my experience.
Antiquity
Barbarians - High (you will lose units, and if you don't prepare, also one or two settlements)
Centralization - Medium (if you prepare, nothing happens, if not, you will lose buildings and maybe even a city)
Plague - Low (you might lose one or two unit or a few turns of production, if at all)
Exploration
Plague - Medium (if you don't prepare, you will lose several turns of production and units. Preparation can cost a lot of gold)
Religion - Low (depends on your choices and how you set up your empire. There may be consequences if you choose unwisely, but why would you?)
Revolution - Very Low (you won't lose anything besides a bit of gold)
Some suggestions:
Antiquity plague affects commanders and units, which die slowly unless you put them on a specific tiles/buildings. Settlements without that certain infrastructure stop growing, trader routes spread the plague, and traders that don't stop at such a "protected" settlement die.
Religion gets events that destroy some of your relics, happiness buildings, and general yield penalties if your religious unity is low.
Revolutionary spawns troops in DL settlements and as long as these are alive, the respective settlements don't spawn treasure fleets.
I think it is important that you can do something to mitigate the crisis (as for Barbarians and the exploration plague), but if you don't, it should wreck your empire.
Thanks! True, a famine crisis would be interesting also and pretty simple to make work effectively I reckon. An independence crisis could also work the other way round - at crisis start, you choose which side of the division you want to be on. Is it a case of your distant lands colonies want independence from your glorious empire or is it that your old, cumbersome home continent settlements are holding you back from further expansion into the new world?Those are great ideas @evonannoredars
I especially like having the mob on the map as units that you can but should not kill.
I think population dying/non-worked tiles would be good for a different type of crisis: famine. The population growth bucket works in two ways: growth and decline, while food yields in cities (but less in towns) are dramatically decreased.
I also wish for an independence crisis in exploration: each settlement in distant lands can ask for support (5 turns worth of gold or culture for example) or flips to city state.