Design: Civics

eerr said:
if you're riding really low on the line, it makes a much bigger diffrence in lost gold-but if you're riding high on the line with a high science rate(like the 60% reccomended in vanilla) then you should actually be gaining some science in the process

I think there should be a Gross GP per turn (instead of just net) indicator in regular view somewhere in the main ui. Because its true you may be producing more over all, but in the red because of percentages. Sometimes the net goes down if the gross goes up, simply do to percentages, or thats how it feels, but its hard to know.

Frankly I'm confused as to the money making differences between foriegn trade and mercantilism - as mercantilsim always seems to feel healthier for my economy, and foriegn trade is healthier for happiness and culture.
-Qes
 
Personally, I think the Foreign Trade happiness penalty should not come into play if you do not adopt the civic, but if you do not have any foreign trade route in your city.
 
Halancar said:
Personally, I think the Foreign Trade happiness penalty should not come into play if you do not adopt the civic, but if you do not have any foreign trade route in your city.

An interesting and elegant solution, but perhaps the foriegn trade routes only mitigate instead of eliminate the problem? FT would cause unhappiness, but a foriegn route would eliminate SOME of that unhappiness, maybe half, round down? That would make sense, it would also punich mercantislists, as they'll have 0, and are the opposite of FT.
-Qes
 
Just wondering, do you guys often use Military State?
I've never done so, because the extra costs of high upkeep always outweigh the savings of reduced unit maintenance.
 
I have used it, but usually not for very long periods of time at once.

M@ni@c said:
Just wondering, do you guys often use Military State?
I've never done so, because the extra costs of high upkeep always outweigh the savings of reduced unit maintenance.
 
Just wondering, do you guys often use Military State?
I've never done so, because the extra costs of high upkeep always outweigh the savings of reduced unit maintenance.

I use it on rare occasions. For me, it is the -25% culture drawback that prevents me from using it more. If i am at war with someone i want my newly acquired cities to grow culturaly quickly so i can keep the army moving faster.
 
I was surprised in a game I was playing this weekend as OO and slavery when i had Baron Duin Halfmorn and it wasnt until his 4th kill that i finally spread lycanthropy, the first 3 kills he made I captured the enemy unit as a slave instead. from a selfish standpoint it would have been nice if the AI checked for lycanthropy first before checking for slaves.
 
Here's a suggestion for a possible new labor civic, or at least a set of effects that might be interesting if applied to other existing civics.

The following civics are meant to be a way to encourage alternatives to cottage spamming, particularly when in certain landscapes or with the right workshop enhancing technologies.

Gulags version A:
low upkeep
+3 Hammer from workshop
-1 Happy per workshop

Such workshops would be particularly interesting if they were allowed on tundra and placed on small tundra based cities, or cities that otherwise have a few happiness to spare but not much in the way of population.

Gulags version B:
low upkeep
+3 Hammer from workshop
-2 Food per workshop

Gulags version C:
low upkeep
+3 hammer from workshop
+2 unhealth from workshop

Gulags version D:
low upkeep
+2 hammer from workshop
+2 unhealth per city
+2 unhappiness per city

I would suggest that gulags be available via an early tech or by default. I would also suggest making it possible to place workshops on tundra.
The combination of workshops on tundra and this civic would make such terrain more interesting when not attempting to terraform it.
 
Workshops in the tundra... how about also in the ice to make cities out there be able to do something useful. Don't ask how you might end up with a city stuck with ice all around, it just will happen sometime. Nice suggestions on making workshops better. This alone won't really stop cottage spam though but I think it will help.
 
Sureshot said:
any chance of getting the military civic category, that QES and others talked about, now that we're down a civic category?

it really had some neat ideas and would be very interesting

Probably not in 0.16. I want to get your guys feedback on all of the changes that have been made and the categories that exist now before throwing another in.
 
I haven't used the Conquests civic. How exactly does the "military units created with food" aspect work? Is there some ratio of hammers to food to calculate how much food is needed to create a particular unit? Or something that I just don't understand?

Sorry if this has been asked and answered before, there are just too many posts in too many threads for me to go through all of them. Thanks.
 
Conquest functions for military units as for workers or settlers.
You will use not only hammers but also the food in surplus.If my memory deserves as when you build workers and settlers, city don't grow when you build military units.
 
You should also note that hammers gained from food like this won't be multiplied by an extra amount from stuff like God King and forges. A 4 :hammers: mine and a 6 :food: farm will give the same amount of production to a worker/settler (or a military unit built during Conquest) if you're running God King and they're being built in the capital.
 
Remember the Fallen:

When a unit is killed in battle (because units can die in so many ways in this mod), their experience is distributed randomly to units throughout the empire, preferably to units of the same type (melee, archer, mounted). Only happens if the unit has above 5 exp.

New units receive +2 exp :D
 
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