Fozman
Warlord
- Joined
- Apr 12, 2017
- Messages
- 133
Exactly.What about renaming Vassalage (military civic) to Feudal and rename Feudal (society civic) to Serfdom?
Exactly.What about renaming Vassalage (military civic) to Feudal and rename Feudal (society civic) to Serfdom?
Bottom line is that there should newer be a situation where the game takes control away and tells me: "NO! You are not doing that! You are doing what I tell you to." That's what matters.From what I remember told by 45 it's not just RNG but AI logic: if you're friendly with that civ it would try to prevent the war. If that civ is weaker than you than it would try enforce the war. So it would force something that you might want to do... in most of the cases. If not than you could still deny the request and suffer the penalty.
That will hurt me in Chronicles (if that matters)What about renaming Vassallage (military civic) to Feudal and rename Feudal (society civic) to Serfdom?
Could you do a "shell game" using Villeinage or another synonym? But yeah... it does create a bit of extra work for you since you use Serfdom already.That will hurt me in Chronicles (if that matters)![]()
I like this one the most: Well explains what the civic is aboutGiven that the warrior caste weren't drawn from the peasantry, if you're looking for an military name to replace Feudalism, how about Fealty?
I like the idea but hate the name. I just can't forget that Autocracy is a type of government - the opposite of Democracy. Being incompatible with Democracy doesn't help me in that. So can't we use a "better" name? Like "Absolute" or "Authoritarian"? Or swap the names: "Despotism" and "Autocracy"?
I'd love that very much
Of course, Mr.AutocratI'm going to use the name Autocracy the way I want to use it.
Given that the warrior caste weren't drawn from the peasantry, if you're looking for an military name to replace Feudalism, how about Fealty?
Something I have in mind for a long time for a Junta civic:
This would give Junta a new twist: Cities are governed by military leaders who focus on warfare but cripple economy. But if you can tech them new skill they get better - via building or civics that give some bonus to any specialist.
- +1 free Great Military Instructor
- -2
for Great Military Instructor
I also prefer to avoid double names, but in this case I can't find a better name. Maybe Fozman suggestion renaming Vassallage as Feudal and Feudal as Villeinage is the best option (although I don't like Villeinage very much), but then we have a problem with techs: looks strange that Vassallage (tech) enables Feudal (civic) while Feudalism (tech) enables Villeinage (if I'm not mistaken, I can't look at the tech tree right now).
Also I like Fozman suggestion for Green which should remove Oil and Coal, although we've used this mechanic as a way to USE those resources (gold and silver) while in this case we would use it to simply REMOVE those resources.
The way I'm setting it up is:
Politics (tech) will have Republic (government), Proletariat (society), and Imperium (foreign affairs).
Vassalage (tech) will have no civics. It currently does not have any, although it used to have a Vassalage rule civic that's commented out right now.
Feudalism (tech) will have Nobility (rule) and Feudal (society); Feudal could be renamed Serfdom. I'd like better mechanics on Feudal.
Heraldry (tech) will have Vassalage/Fealty (military).
The XML for that mechanic is really limited. It exclusively converts resources to gold. You would need to redesign the underlying code (it's <BonusMintedPercents>).
If I come up with some good idea, I might write that part of the code. I mean, removing Coal and Oil when using Green it's ok from a theoretical point of view, and it should probably be applied to Uranium too. But then what? There's nothing I can do to compensate the fact that you can't build most military units without those resources, at least there's nothing yet.
Don't you want to add Green too?
- Incompatible with Communalism/Planned/Post-Scarcity. I don't want to have Corporations and Post-Scarcity stacking. The others might not need to be forbidden if Corporations' benefits are so tied to Corporations that running the Corporations civic alongside a no-corps civic is a bad idea (like Church and a no-state-religion civic).
Reasonable but you are likely to have that ability anyway.
- Can hurry with Gold. I think this would be a good use of this ability outside the Economy category.
Since this is requires Realistic Corporations to be OFF (and hurry with gold is a minor bonus) I think it needs something more. Some ideas:
- Can train Executives without HQ, +50% production speed of Executives.
Why not just have green add a gold upkeep cost for facilities that use oil and coal (or hell just a flat upkeep cost to all cities) to represent high environmental protection standards?If you cut off Oil without cutting off Oil Products, you can use a Biofuel Refinery to generate Oil Products, but that doesn't come along until Genetic Engineering tech at the end of the Modern Era. Perhaps Green could get a precursor to the Biofuel Refinery that comes with a substantial additional cost, then upgrades to the Biofuel Refinery to remove that cost.
The problem with cutting off Coal is that it cuts you off from Steel, since you need Coal to run an Ironworks. There are both unit and building uses for Steel. Durasteel can replace some of them in the Transhuman Era, and it can be produced from Iron and Nanotubes.