I've been thinking about tributes for some time, and my longer-term plan is to make it such that the negative penalty for recent tribute is removed, and instead the city state will build a 'pool' of tributeable resources every turn, based on their resource output. This pool would then be drained by x amount when you tribute, based on how much you can ask for (0-100%). This way, the waiting period would be tied to the city-state's output, instead of arbitrary penalty numbers. Does that make sense?
Okay I had some thoughts on this, here is my idea how it could work:
- Tribute builds up by the amount that a city state would give an ally per turn up to a maximum of 30 * current yield per turn (scaling with gamespeed) and then you can take a % based on tribute strength which will take away from the pool.
- Instead of City state yields scaling per era instead they go up by a certain amount each turn (either something like 0.1 per turn or 10% chance of increase by 1 each turn on standard speed)
- The amount/chance of yield going up each turn is modified by how full the tribute bar is and perhaps also whether city-state has taken dmg. This means a city state that is always getting tributed or attacked will develop much slower than one which doesn't so you have much more of an incentive to keep your allies safe so that you get more yields over time.
- I mentioned here https://github.com/LoneGazebo/Community-Patch-DLL/pull/7325 that it would be possible to include ally major civ's local military strength into the local strength calculation for tributing so you could actually stop your allies from being tributed by standing more troops near them.
Thoughts?
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