Imperator Knoedel
Currently obsessed with The Owl House

Seriously though, can't I offer you the watermill up as a sacrificial lamb in order to save Central Planning? I'd do it in a heartbeat!
With its position in the tech tree, I take Firaxis liberalism as the political manifestation of general Enlightenment thought. Republic should precede Representation, see for instance the Dutch Republic. The Dutch also make its placement at Liberalism fitting.Imo Republic should come between Representation and Egalitarianism chronologically, as it is you can have an absolutist republic before a representative monarchy, which just makes no sense. Either move Republic to Constitution and Representation to Liberalism or, which might make more sense, change the tech costs and requirements so that Liberalism comes later and Constitution earlier.
It's always funny when conservatives don't realize that conservatism is also a liberal ideology.Huh, it seems some disgruntled conservative made some edits in the Wikipedia article on Liberalism:
Spoiler :![]()
Thematically fitting, but Absolutism is already too strong imo.Maybe Absolutism could get that one extra happiness from Palace you removed from Dynasticism?
I didn't, mistake during the write up.Did you rename Industrialism to Industrialization? I liked the first name better.
That's the David Kim school of game design. It is already ruining one game and I won't have any of it.You know my thoughts about Central Planning. Don't add arbitrary penalties, make the other options more attractive!
?Maybe recheck your wording on the description of Scholasticism.
The idea is that Mercenaries are connected to states that don't have a regular army and rely on walls and well, mercenaries for defense. Think medieval Italy.Why would Mercenaries help build walls? This makes no sense. Also decrease its upkeep to low, you already pay enough for the units and it's not a civic that should ever really go out of style.
Thematically fitting, but Absolutism is already too strong imo.
That's the David Kim school of game design. It is already ruining one game and I won't have any of it.
Third, if expansion means you have to regress in suboptimal older civics than that is a good thing.
Because that dilutes what the civic is about. And there is enough happiness on civics already. Want happiness from Organization? Use Representation.Why don't you lower one of the yield boosts then?
Except that I'm not doing that.So you'd rather just nerf everything that stands out into the ground? You know who also did that? The Civ5 team! There!
I don't think there are historical examples for the sort of empire size we are talking about.I'm not sure I understand that. Also what large post industrial empires went back to Feudalism? Russia and China are many things today, but they aren't agrarian monarchies. Neither are the USA or Canada.
Except that I'm not doing that.
I don't think there are historical examples for the sort of empire size we are talking about.
How about Trade Leagues? Not entirely the same concept but imo fits well within a medieval context without being too tied into the era, and contrasts well with Mercantilism and Free Market.Guilds - Technically the behavior you are getting at is called oligopoly by economists. And this covers medieval guilds as well as Oil Cartels. Another nominalization of the concept would be "Unionization".
How about Trade Leagues? Not entirely the same concept but imo fits well within a medieval context without being too tied into the era, and contrasts well with Mercantilism and Free Market.
It's easy to make it comprehend that the civic is worth more when it has defensive pacts with good trade partners. Having it sign defensive pacts based on that is probably not worth the effort though.As for trade bonus with defensive pacts that doesn't seem to be such a big buff that I am bothered by a military civic being so economically beneficial, but only because I don't imagine that would have much of an effect. Maybe that's because I'm not playing trying to build defensive pacts with large countries with a lot of cities to trade with. It certainly incentivizes the sort of play you are trying to encourage with multilateralism though. Would the AI be able to comprehend such a buff?
Central Planning (high): +1 production per specialist, +1 food from Workshops and Watermills, -1 commerce from Workshops, Watermills and Towns, double production for Factories and Coal Plants
What do you think about +25% trade route yield with defensive pacts for Multilateralism?
Not sure, -1 food is a strong disincentive, and communist agriculture seems to have worked fine after the initial shake ups from collectivization.I know there's been some controversy over this, but I just had a thought. If you look at the instances of an actual communist regime over the last century, virtually every one of them has done something horribly destructive to the agricultural system they ruled over. Stalin had the Holodomor (natural famine or not, his policies undeniably made it worse), Mao had the Great Leap Forward, Pol Pot had his collective farms, Kim Jung Un had the famines of the 1970's, Hugo Chavez did a number on Venezuelan farming, etc.
Instead of penalizing commerce, why don't we modify the civic effect to penalize food? Specifically I was thinking an effect of "-1 food per Farm." In most cases, this would make farms pointless, causing the player to replace them with other improvements. They'd only be valuable when placed on food-producing resources -- which also reflects Soviet policy of using Ukraine (resource-rich) as a breadbasket and prioritizing non-agricultural industries in the other SSRs.
In short, this change would incentivize the use of improvements that Central Planning gives bonuses for, while balancing it with a drawback that also reflects the historical consequence (reduced population) that accompanies centrally planned economies whenever they've been put into effect.
Not sure, -1 food is a strong disincentive, and communist agriculture seems to have worked fine after the initial shake ups from collectivization.
Okay fair enough. But the thing is that there is no way to distinguish between farms on resources and ordinary ones, they're the same improvement. Pastures would work though.On the other hand, I understand the argument that -1is a major disincentive, and I wasn't entirely pleased with it myself. So instead of applying it to all farms, I'd like to revise my suggestion to apply it to only tiles that provide food resources. This means that a farm on wheat, instead of producing +3
, would only produce +2
. The same for a pasture on cows and pigs -- the effect shouldn't apply to the tile but only to the improvement that gives a resource (so a watermill on a pig resource wouldn't have its food reduced at all).