bebematos said:
Here goes some suggestions:
- Settlers should only be build in the Capital. Starting with two settlers is a too big bonus, or the second settler could be eaten by a evil spider.
- The settlers created by the migration command would start with the Clan I-V promotion. If a 5 pop city migrate it would generate a Settler with the Clan V promotion, and when it found a new city it would start as a pop 5 city. If a pop 8 city migrate it would create a Clan V Settler and a Clan 3 Settler.
-Most building and wonders are lost when the city migrate. For example, the Training Yard could migrate, because this would make possible some interisting military uses of this migration mechanic.
-Each Settler created by the migration command takes with them one herd animal resouce with them. If the city 8 in the example above had two sheeps and a cow in its radius, each settler created would take one of the resources, and only one animal resource would stay in the old city site. When the new is found the resources are placed in the adequate terrain, if adequate terrain is not found the resource is lost.
-The migration command must be fast, it should take only a few turns to the Migration Settlers be created, something like one turn pus another turn for each 5 levels of the old city. A 9 pop city would take 3 turns to created their settlers.
-These migration settlers should be able to join other cities. Join your own cities would be part of a defensive strategy, for example, and join a alien city would be a diplomatic movement, as the city would suffer a big hit if this city declared war on the nomads.
-Found a city in the territory of other civilization should cause a small diplomatic hit in the relations of the two countries.
I like some of these ideas, but some of them thwart the general concept.
I'll reiterate. The idea is that they expand, and expand and keep expanding. Their nomads. Their power comes from numbers, and their general immunity to boarders. I see them as having very cheap units and very cheap buildings. If one were to actually BUILD wonders with these people, those would most likely be the only cities to never get resettled.
Otherwise, with the exception of the capital/homeland, most every city would be expected to be temporary. Now, the benefits of this are that when you do "move on" you do so quickly and en masse. If you've a size 7 city, either (as we were discussing) youd get 7 settlers, or 3-4 settlers and a mix of military units. (Or my new idea, ill discuss shortly). These new settler's plant themselves WHEREVER they want, and completely disregard national boarders. This is a great way for them to get resources they want and need. It would also make other nations VERY mad at them quite often. (Poor oppressed gypsies.) But, unlike our gypsies, these people would fight back. Instead of being powerhouses of production, the things they make would simply be very cheap. From the buildings, to the units. I see them as being heavily based on cavalry (nomadic peopels usually are), and virtually no permanent defenses. Also, because of the way "resettlement" would work, they're cities would never need to "stop" growing. A settler normally also uses food to grow. A "resettlement" would only be using (in my thinking) hammers, and normal production.
Upsides: The people have cheap units and buildings to make, making every city fairly useful. Their mobility means they cannot be contained. They're amorphous nature makes it less important to hold and maintain cities.
Downsides: Other than trade (in which i think they should get bonuses) they dont have regular sources of income, as big cities and OLD cities are often (through towns) the method best used to research and gain monies. These will not be a Rich people. They also will not be able to produce many, if any wonders or national wonders. This is becuase these would "disapear" if the city resettled.
On the Mechanic itself: I'm not sure how to code in the "resettlement" building, but i can say this. It should only be able to be built by cities FOUNDED by the Jahbrohnai. Cities captured or taken from others should be normal and not able to be "resettled." This could create some interesting situations, since i dont see the Jahbrohnai having very many of the same building types, and if things get destroyed in teh capturing of a city, they may have a hard time appeasing people without a lot of the "happiness" and "healthy" makers. They would still get access to religious buildings. But they'd constantly need to be "rebuilt".
Religion would also be wierd. Simply because, a relgion that spreads to a city, would not (not sure how it would be coded) travel with the settlers to their new destination. Perhaps, if a relgion is a in a city, when the city "resettles" they get 1 free diciple for each reiligion in that city. That would make the most sense.
The best way to make this work, would be to simply allow the resettlement to be strictly connected to the "Settlers" and the buildings built within the city would produce (upon resettlement) the other units. So, if i had a size 6 city with an archery range, a training yard, and a hunting lodge, upon its "resettlement" I (depending on how we can get this to balance) would get 3-6 settlers, and military units. They way i envision it , - because of how increadibly costly it is to normally lose a city in this game- they'd get 6 settlers, AND 1 unit for each type of building they gave up. 6 settlers, and 1 hunter, 1 archer, and 1 axeman. Considering 6 more cities will spring up, and only half of them can be "defended" immediately, this isnt a huge balance problem. This however does not account for any units already built, and possibly that were protecting that city.
A solid army of another civ could cause the Jahbrohnai a lot of problems, if they have 6 size 1-2 cities invading the territory of someone who has military and doesnt like that, all 6 could be taken out in short order. This is why I'm a believer in the Jahbrohnai's units being a LOT cheaper, but not ANY weaker.
There is the problem of the "snow ball" effect. 1 city makes 2-4, those cities make 8-16, etc. But i think that "maintenance" solves a lot of these problems. It will get prohibitively expensive for the Jahbrohnai. I do think they should have to pay expenses, but i think they should be IMMUNE to "strike" conditions. If their at 0% and losing money, they simply go into defecit spending. Because they're not teching up they WILL eventually be dealt with.
So.......Poor, tough, mystical nomads. Do you think this civ is good enough to get in?
-Qes