Which mod? I'd like to include it.It is my understanding that there are mods using something like this. A building that requires no maintence costs, cost few shields(10 or 20) and gives only 1 culture per turn. If it really requires no maintenance there would be a strong incentive to build them unless culture flips had been deaktivated.
That C3C 1.22 lacks such efficient means to get the culture can be frustrating as getting the first culture expansion is a bit of priority. The most efficient city placements tend to require the first culture expansion and at the coast they are always required.
I added more units capable of enslaving in my mod and activated sacrifice (have to see if the AI uses it though....)
But I use the slaves (and later the Prize Ships) alsmost exclusively as workers (and the boats as transports) because they are free...
The cultural expansion seems more a landgrabbing thing.... maybe it's the level or style of play. I'm mostly a conquer the land kind of player and don't play much pangaea.
very true words.Another note on governments: don't do what I did back in my n00bie days and change your government with every opportunity. You go from despotism to republic or monarchy or maybe to feudalism, and most players go to communism or fascism (democracy is not popular), though some stay in republic for the duration. The bottom line is don't do despotism-monarchy-republic-feudalism-democracy-communism-fascism or such. You're going to waste a bazillion turns of production.
Most of the games try to go Despo -> Republic/Monarchy -> (stay in one of those) / communism.
There are rare opportunities to use fascism, feudalism or democracy, but these are specific situations.