Ahriman
Tyrant
(Religion + inquisition)What do you think should happen?
I have no strong feelings, I can see a good case either way.
Under the status quo (buildings stay), we have the problem that you can get a religion a city, construct the buildings for it, then lose the religion (and lose the unhappiness penalty from nonstate religion) and so be better off.
Also, there is a basic logic problem; if you don't have religion X in your city, why should you still be able to get benefits from it?
Under the alternative (buildings go), inquisition is potentially too powerful, particularly for wiping out cathedral-type buildings. It also makes Quizarate too strong, and might make Imperium too weak. It does increase the value of spiritual and political straits though.
A possible compromise might be some mix of making buildings destroyed if the religion is lost, while:
1) Increase the cost of inquisitors (and quizarate missionaries)
2) Increase the value of the Imperial temple (its already pretty weak, maybe bump up its culture yield?).
3) Decrease the cost of the cathedral buildings (too expensive to bother building if they are easily destroyed by inquisitors).
Interesting. I have not tested yet, but that would be an important find.It is possible that either of those, or both together, has caused the AI to lose interest in spice. I will look into that, thanks for pointing it out.
Its possible that the corporation mechanic directly encouraged the AI to try to acquire multiple copies of the same resource, whereas this is missing once we just give the bonus from a building in a way the AI can't see?
Does the diplomacy value on the resource increase the AI's tendency to try to build improvements to get it?
Or it could be the worker AI, which is probably more likely.
On slaves: I haven't tested, interesting feedback.
Allowing slaves to have a ~10 hammer mini-great engineer would help reduce any excess slave problem, if we could somehow get an AI to work for it. What happens if the unit gets both great engineer AI and worker AI?
Part of the problem seems to be that you are in the very late-game, with no more improvements to build. This happens in vanilla too; workers are pretty useless in the very late-game.
Odd.... I thought the slave capture chance was ~50%, so it should require 40 units to get 20 slaves.The city with 20+ slaves I captured from Fremen had maybe a dozen defenders but there was also a lot of thopters and such flying around
I would have no objections to removing thopters and suspensors from slave generation (these get shot down; no prisoners).