Maltazard
Prince
- Joined
- Nov 19, 2008
- Messages
- 429
I've wanted to point out one or another thing regarding civics so many times since coming across C2C, but I've refrained both because it's still a work in progress and because I think it's best to trust who's dealing with it rather than add chaos with a barrage of minor suggestions like "make civic X do Y instead of Z".
Though, one thing that bothers me in general about civics, is the purely "incremental" aspect that a lof of civics have. I think the best example of which is language civics. While I understand the idea of linguistic improvements leading ultimately to higher tech/commerce/cultural outputs, the way that works now, by just granting an immediate flat bonus, removes any strategical weight. You might as well just give the flat tech/commerce/culture increase on reaching the corresponding technology and remove the language civic tab entirely (this will also help the issue with AIs not switching to better language tech as soon as it is unlocked). Perhaps there should be a bonus number of trade routes and/or trade routes output bonus, as well as an espionage malus from more advanced language civics (i.e. it's harder to keep secrets when using an universal language). So you might want to stick to a more primitive language to gain a strategic advantage - while losing on commerce and, of course, the diplomatic relation bonus which is a nice touch already in place.
Previously you were discussing the possibility of using inflation to curb excess gold in late game, and there are several civics that give a flat inflation rate - perhaps this is worth keeping in mind to avoid conflicts or expand the strategic value of economic civics by giving a more direct control over inflation with some civics.
Also I think that once the game enters space and time travel, those civics should be clearly superior to anything before them - but until then there should be some merit and some usability to older civics, at least in some categories.
Lastly... I don't like the massive amounts of distance and number of cities maintenance modifiers that most civics carry. It feels like a very artificial way of limiting expansion. I understand why it's there, though some civics carrying a massive penalty in this regard are unjustly penalized when compared to their alternatives. The abstract aspect of governance and the strategic value of some civics is lost to an artificial limiter that is there only to contain expansion for balance reasons. Perhaps there could be other ways to limit player expansion. Freeing civics from this balancing task might also allow to flourish the strategic aspect they have even more.
Though, one thing that bothers me in general about civics, is the purely "incremental" aspect that a lof of civics have. I think the best example of which is language civics. While I understand the idea of linguistic improvements leading ultimately to higher tech/commerce/cultural outputs, the way that works now, by just granting an immediate flat bonus, removes any strategical weight. You might as well just give the flat tech/commerce/culture increase on reaching the corresponding technology and remove the language civic tab entirely (this will also help the issue with AIs not switching to better language tech as soon as it is unlocked). Perhaps there should be a bonus number of trade routes and/or trade routes output bonus, as well as an espionage malus from more advanced language civics (i.e. it's harder to keep secrets when using an universal language). So you might want to stick to a more primitive language to gain a strategic advantage - while losing on commerce and, of course, the diplomatic relation bonus which is a nice touch already in place.
Previously you were discussing the possibility of using inflation to curb excess gold in late game, and there are several civics that give a flat inflation rate - perhaps this is worth keeping in mind to avoid conflicts or expand the strategic value of economic civics by giving a more direct control over inflation with some civics.
Also I think that once the game enters space and time travel, those civics should be clearly superior to anything before them - but until then there should be some merit and some usability to older civics, at least in some categories.
Lastly... I don't like the massive amounts of distance and number of cities maintenance modifiers that most civics carry. It feels like a very artificial way of limiting expansion. I understand why it's there, though some civics carrying a massive penalty in this regard are unjustly penalized when compared to their alternatives. The abstract aspect of governance and the strategic value of some civics is lost to an artificial limiter that is there only to contain expansion for balance reasons. Perhaps there could be other ways to limit player expansion. Freeing civics from this balancing task might also allow to flourish the strategic aspect they have even more.