This is one time cost, not constant maintenance.In early prehistoric time 10 gold is a lot, it can mean that research rate must be reduced. Later on it is about nothing, I agree.
Not if you build all +gold buildingsSure, but even once 10 gold is quite something if you still have only one or 2 cities.
I just think that your reaction was too strong. While the seasonal camps were overpowered they could now become more or less uninteresting. In general I do like them, keep them worthy!
I would not bet against you on this.Tribe is unit unlocked at Tribalism.
Starter settler unit was called Band of Homo Sapiens before it was changed to Australopithecus band or something like that.
I bet there is a lot of people, who would nitpick at names of buildings, units, civics, techs and so on![]()
Great idea, with and without the rider. We'd certainly need to be able to find them in the wild without the rider but they could make for a very interesting megalithic riding unit as well along the lines of the other alt timeline riding units.Just an idea flying by: Do an Terror bird unit could be an good idea?
Someone just made the art for it:
https://forums.civfanatics.com/media/rider_128.5918/
https://forums.civfanatics.com/media/veteran_128b.5919/
And we could use this paper for reference:
https://link.springer.com/article/10.1007/s12542-017-0388-y
Of course, crime is supposed to be handling these situations as well but point made. It would be a huge major project and things like electricity as a property would need to take precedent over this concept since it's so adjacent to what we do have in place, but it's a good idea I think.After reading the following post I've been a lot about different ways to lower gold in later eras:
https://forums.civfanatics.com/threads/tools-against-too-much-gold.655117/page-2#post-15730842
I know some of you guys have already argued against this mechanic, but can we reconsider a white collar crime or corruption mechanic?
Think about it, in c2c crime is reduced by building law enforcer units and some buildings, however, police officers do next to nothing about white collar crime and criminal conspiracies, just look at Colombia and Mexico, where the government is literally controled by mobsters.
The crime-fighting mechanic in c2c doesn't accurately reflect corruption and white collar crime, it doesn't consider stuff like Jeffrey Epstein's enterprises or the North Korean Room 39.
White collar crime can present prehistoric times too, it can start as soon as there's barter or gift economies, because both things allow people to scam each other. Corruption and bribing can start as soon as the alpha members of the pack are succeeded by the chiefs of a tribe.
At the start of the game, violent crime is king, but at the end game and mid game, white collar crime and corruption is much more relevant, which can also be a good way of eliminating excess gold in late game through the addition of new units to the game to fight corruption and white collar crime.
Not currently possible without deeper programming.Seasonal Camps suggestions:
Make them require 1 or 2 plots between them to be able to be built.
That way they can't be spammed and each city can only have a few of them, three is 2 plots between, 5 if 1 plot between. More once getting BFC.
The culture decay now exists but I like the idea of an improvement that claims the tile with your culture as long as a unit is there. That would be a little different to how it currently works with forts. Though perhaps forts should work that way - except they are intended to be able to claim surrounding tiles as well I think so it might not work as well as hoped if it did work like this.ulture Decay
To solve another problem as well as the culture spamming of Seasonal Camps if built outside cultural area and giving small Culture with unit posted on it (they only do that right, and also Forts and such, need unit on to give any culture at all?):
Introduce Culture Decay on any plot where a player has no active culture build-up.
That way when cities are taken over the land slowly reverts back, old Forts that are razed slowly lose their culture again, as do Seasonal Camps. It's especially annoying when taking out an enemy fort, getting Culture on it, razing it, and then having a plot of land out in the middle of nowhere forever suddenly even if no units are ever stationed there.
I actually have to agree that until nomadic starts, there's really no need to call it a different name than the tribes we train later - though I think it has to be a different unit so you can qualify to have it... maybe.Tribe worked just fine. All this really is is posturing.![]()
1. Some improvements already use this <iUnique> tag.Not currently possible without deeper programming.
The culture decay now exists but I like the idea of an improvement that claims the tile with your culture as long as a unit is there. That would be a little different to how it currently works with forts. Though perhaps forts should work that way - except they are intended to be able to claim surrounding tiles as well I think so it might not work as well as hoped if it did work like this.
k.. wasn't familiar with that tag. Interesting. Still I don't think it's all that applicable really. As for point 2, I was thinking in terms of a future project concept. Eventually these kinds of camps will have to work with nomadic starts and operating in the way I suggested may help.1. Some improvements already use this <iUnique> tag.
It forces minimum distance between them.
Great idea, with and without the rider. We'd certainly need to be able to find them in the wild without the rider but they could make for a very interesting megalithic riding unit as well along the lines of the other alt timeline riding units.