C3C - Government Breakdown

Originally posted by Tavis
I look forward to reading your feedback once you have had some play time! We will definitely review suggestions for any future adjustments.

I hope for balance patch in future (not just bug-fixers).

It reminds me on Blizzards games, like Warcraft or Startcraft (every new patch tried to balance game a little bit more).
 
I thought Feudalism was going to be really cool. Although it still has a point, it has significantly less of one. I wonder if WW should still be necessary without the lack of maint. But I guess balance was tested for, so it can't be too bad (It always seemed like the gov for people who like ICS, which seems to be frowned apon, so it might be better this way)

For Facism, I wonder why they don't require maintenence any more. As for pop loss, it might be bad for your cities, but in opponent cities, pop loss and pop rush only serve to lower the population so you can get a majority quicker (and produce culture).
 
Maybe it's just me, but I realy thing that last several tweaks to govements were last minute changes (which means not too much tested).

Of course, I could be totaly wrong about this one.
 
I think Feudalism may be getting under-estimated, it may turn out to be a strong early game government. It seems to me to be Monarchy with two differences: free unit support is flipped to favor towns, and rushing is by forced labor. That second part could be huge in some games! The chance to leave Despotism but retain pop rushing, hmmmm.

It definitely seems an early game government. Later in the game forced labor is less appealing (who wants to waste a gazillion citizens rushing an aircraft carrier :) ) and the 5/2/1 free unit support becomes especially unappealing after hospitals I think.

Since Feudalism will be unappealing for the long term, it will be an extra stepping stone with an extra period of anarchy. So I think it will have the most appeal to religious Civs, especially those going to war early in the game...
 
As for free maintaince abilitiy, flavor-wise it suits more to Communism consdering that Communst counties had very different economy system then capitalistic states.

of course, flavor-wise != balance-wise
 
Originally posted by Tavis
To clarify - Fascism DOES require maintenance

Hmm, so it was error in table.

And all governments need to maintain buildings (since ability is removed from Feudalism).

Right?



This puts some new light.

Of course, if you ask me Feudalism doesn't really need WW, considering that it's best ability is removed.
Maybe even changing unit cost to 2gp instead of 3.
 
Originally posted by SirPleb
I think Feudalism may be getting under-estimated, it may turn out to be a strong early game government. It seems to me to be Monarchy with two differences: free unit support is flipped to favor towns, and rushing is by forced labor. That second part could be huge in some games! The chance to leave Despotism but retain pop rushing, hmmmm.

3 gold per unit after a certain population and WW are the main differenced with Feudalism.

I think Feudalism will be good for its point, but only for its point. I think it strengthens Religious civs even more (but I like Religious civs, so I'm not complaining ;) )

Tavis, thanks for the clarification
 
I'd say those suggesting that Facism would maybe be even better then Democracy, etc... I disagree. I'd say they're evenly matched but in diffrent ways. In Democracy and Republic you have the Comerce bonus to off-set any extra unit costs. However, in Facism you do not have the Comerce bonus but you instead have more free troops per city. However, this would mean that Science would probably lag behind.

A question about Facism. Will any civ have this as their 'prefered' or 'shunned' Government?
 
Sorry for leaving Fascism's required maintenance out of the chart!

Due to intense debates on the subject, only the Hittites have Fascism as their Preferred Gov't and France & Portugal as their Shunned
 
Hahaha, sweet. Thank you Tavis, I really hope C3C will be as good as it looks to be. ^_^

Hopefully a Mac version will be out...
 
*hyperventalates* Only another few weeks... Only another few weeks...
 
Tavis,

So turning off building maintence causes the AI to freak out? It won't ever switch to another government once it chooses one without building upkeep? Or was this problem just related to feudalism?

In my Ptw mod I've gotten a fairly decent distribution between my governments, but maybe communism (which doesn't require building upkeep) is an unrecognized governmental blackhole...
 
The AI thinks the government is so good that it won't change. The only current gov that has it is Anarchy, which they aren't allowed to stay in.
 
Well, if facism requires maintenance, then every gov't requires it, so why mention it? Maybe make feudalism maintenance free for the human player only:cool:
 
The Hittites have Fascism as their preferred government? Why? I fail to see any historical connection between the Hittites and Fascism. Fascism was developed thousands of years after the fall of the Hittites, and I've never read anything that indicates that the Hittites were known for being any more oppressive or racist than any other nation of their era. Why on earth is Fascism their preferred government?
:confused:
 
Maybe they just wanted one to actually have it as their preferred and that was the only one they could think of?
 
plus it's kinda hard to offend a hittite ;)

(seeing as how they don't exist anymore)
 
Originally posted by SirPleb
I think Feudalism may be getting under-estimated, it may turn out to be a strong early game government. It seems to me to be Monarchy with two differences: free unit support is flipped to favor towns, and rushing is by forced labor. That second part could be huge in some games! The chance to leave Despotism but retain pop rushing, hmmmm.

It definitely seems an early game government. Later in the game forced labor is less appealing (who wants to waste a gazillion citizens rushing an aircraft carrier :) ) and the 5/2/1 free unit support becomes especially unappealing after hospitals I think.

Since Feudalism will be unappealing for the long term, it will be an extra stepping stone with an extra period of anarchy. So I think it will have the most appeal to religious Civs, especially those going to war early in the game...
As you say, it will only be appealing during the early game, during the middle age. But, this is the time when you start to build aqueducts, and grow your cities, and that is not a valid way to play with Feodalism. Not if you don't want to loose out on all it's advantages.

And as you say, it's advantages are the free unit support at town size, and the forced labor abilities which are good to have early on. BUT it got the War weariness from Republic, 3 cost per unit, low unit support with larger cites, and forced labor is not so good in the late game.
 
i'm curious about the historical reason for why feudalism has such high cost per unit. why is it so high?
 
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