gay_Aleks
from the river to the sea, Palestine will be free!
Has unhappiness ever been a lategame problem? I don't see it, honestly.
Well I had such a modmod idea too that adds fictional future religions. Such as:I would say that home world would be more fitting for a future religion rather than a civic
Would it be possible that certain civics aren't unlocked by wonders? For example Shwedagon Paya could unlock every religious civic except atheist and possible future civics
Where is that from? Movie? Book? Game? I'm just not familiar wit it.I would probably go with "Will to Power" for a non-religious conquering civic
Oh, I forgot SP again... Than (a) either forget the trans-human religious civics or (b) change Shwedagon Paya's bonus. Since I know well enough you wont do (b) I stick for (a).The joker is what happens when the civilization that gets Shwedagon Paya adopts one of these civics before the Medieval Era begins.
No, that's very unfortunate and artificial. It's totally immersion breaking when you have access to a futuristic civic in the early game even if it's useless without it's civic building.Tying the primary benefits to a civic building (like I did for Virtual) would probably be the safest bet.
It would worth it.Not without modifications to the code, which probably wouldn't be worth it.
For Mercantile's civic abilities, this is the package:
- +1 free Specialist per city
but maybe it could give a little bonus in building speed? Just an other random idea.Trading Company is not necessary for East India Company or Adam Smith's Trading Company.
Well, taking a little research into Mercantile I see how hard it is to represent it in the game. + for importing gold and silver and - for exporting gold and silver is not possible by game terms, only a +/- foreign trade income.If we want to represent that there is a limit to foreign trade, I would change the maximum from 25 to 10 commerce from foreign cities, and change the 1 commerce per domestic city to 1 commerce per two domestic cities with a maximum as well of ten. And I think a merchant slot would be better than a free specialist
Do you mean a free Merchant?
but maybe it could give a little bonus in building speed? Just an other random idea.
But it all sounds good to me.
Well, taking a little research into Mercantile I see how hard it is to represent it in the game. + for importing gold and silver and - for exporting gold and silver is not possible by game terms, only a +/- foreign trade income.
I think this the right place where we could use the mint Gold and Silver mechanics, because that's the closest to Mercantile's "maximize the accumulation of gold and silver". This mechanic encourages the player not to sell his Gold and Silver but to trade even for more. I'd use that instead of the +1 free Specialist per city.
I know. I think it could be another "Life is either this or that." decision.The XML code for that routine cuts off all gold and silver and there is no choice about it;
Afforess said that it does matter how many resources you have. Of course it may be still a wrong information...The minting mechanic doesn't care how much gold or silver you have; it's an all-or-nothing binary, so it's not worth trading for more.
IIRC you can trade them.I don't know if you can even trade under Coinage, but if you can, this encourages getting rid of all but 1 copy of the resource.