Change log
-TERRITORY GOVERNANCE-
Fiefdom:
+10% hammers and gold replaced with -10%
added -20% maintenance for distance and number of cities
removed Manor as apossible civic building
axed +33% food needed to grow city
axed +33% population overceowding
(NEW) Colonial:
+20% maintenance on Home Continent
-50% maintenance for Overseas Cities
+1 local stability
+1 national instability
+50% city distance stability
settling more than 5 cities will cause 1 unhappiness in every cite for each one over that limit
Workers and Settlers trained 50% faster
50% faster construction of Meeting Hall, Butchery, Bakery, Doctor's Office, Forge, Police Station, Stonemason and Mill
civic building:
I changed from Fiefdom to Colonisation when the tech became available, then noticed my civilisation crashed. I finally figured out it was because i hadn't noticed that Colonial had a per city unhappiness penalty.
This seems like it should be in fiefdom instead? Because fiefdom is medieval, and colonial is more about the big push that created the americas, and built up the british empire so it briefly covered a good chunk of the globe?
Or at least that is my interpretation.
If you don't feel that is right, is it possible for me to edit my own version for my own use? I remember editing buildings.xml etc when the game first came out but that was years ago, and i don't see anything with your modmod that i can edit to alter the civics?