Temujin8k
Fluyts, Grand Vizier of Your Mind
Why give penalties for not moving capitals for long periods of time, though? I think the minimum should be no bonuses at most.
Would you really build a palace with your Great General?
My suggestion wasn't really a specialized palace, just a temporary effect after using a Great General to move it.I like the idea of a specialized palace 1SDAN.
Palaces with different bonuses would definitively be an incentive for me to switch capitol.
Like a civic change that costs hammers in stead of a turn of revolution.
would be letting the squares around the capitol be exploitable by multiple cities
improve the incentive for moving the palace without adding additional mechanisms
If that were to be realized, it'd going to be an exploit strategy if I ever saw one:
Yes, the idea is interesting, but this additional mechanism violates one important premise you made yourself:
- Build your capital in the middle of the core.
- Surround it with as many cities as possible that sit just 1 Tile out of the BFC, that overlap each other and that are still in the core.
- Profit.
- Never change capital again.
Thinking about it logically though, what's a force in the game that's got a high chance of being fatal but difficult to get out of: collapsing-level stability. Viewing it in game terms, the current regime is failing & society is, well, collapsing. A capital move should then to me represent a new regime coming to power & moving the center of political gravity to a new city—which sounds an awful like a free Great Statesman civic change coupled with a stability check that can only improve. Maybe limit the effect of a palace move to once an era?
A full economic reset, or just the Economy on next check cannot get worse and is temporarily floored at 0? The former would be too OP, but the latter sounds pretty nice. A good way to buy time to fix the economy at the cost of production.How about finishing a new Palace sets the economic stability to zero, in case it was negative? Then prevents palace building for 50 turns. Such an effect would be minor enough to prevent palace-spamming, but gives players (and AI) a realistic chance of escaping the pretty frequent economic traps that happen when your cottages can't grow further.
Economic stability takes into consideration dozens of turns of economics. Wiping that history is absolutely overpowered. A stability boost would be fine, but we're not talking about that. We're talking about a feature that would let a player go from 1000 Gold per Turn to 5 Gold per Turn, move their capital, go up to 50 Gold per Turn, and get a large stability bonus for "Economic Growth".I don't think a boost in stability, combined with preventing this player from collapse at the next (X?) stability check(s), dependent on city size (larger city is better) and distance from the previous capital (farther is better), is overpowered. You do want people to actually use the Palace.
(there are some videos on YouTube by a very skilled civplayer winning the vanilla game at the highest level without savegames using this very strategy)