jma22tb
Prince
I have been playing this mod for a while and I absolutely love it. Thal you kick major toosh. I am not a modder so I would have no idea how to do this in the game, but I have some ideas that I think would make the game more fun, more historical, and be malleable to any situation.
I. Leader Traits
I think this is the subject of quite a bit of debate and can be settled fairly quickly. There are three main yields of the map - food, gold, and hammers.
Even though it's not "sexy" the most balanced way to distinguish between empires is just focusing on these yields. The way you can handle this is extra yields per citizen for historically tall empires, extra yields per city for historically wide empires.
America - Production Wide - America's industry throughout the territories led to its superpower status
Arabia - Financial Wide - Caliphate had a very sophisticated macroeconomic structure
Aztec - Food Tall - Aztec cities with Chinampa beds could hold huge populations
China - Food Wide - Chinese cuisine and the fertile land have kept them the most populous in the world.
Egypt - Production Tall - Giza Pyramids. Still defies explanation. Major cities built huge monuments.
England - Financial Wide - Sun Never Sets. They had land on six continents and the pound was the global currency.
France - Food Tall - France has been the most populous area in Europe for most of its history but it's not a huge area of land compared to, say, Russia or the US.
Germany - Production Tall - German engineering has been renowned for hundreds of years but they've never been a huge territory.
Greece - Financial Tall - Ancient Greeks were highly skilled artisans and Athens was a booming trade port.
India - Food Tall - second only to China in population world-wide throughout history but with a much smaller stretch of land.
Iroquois - Financial Tall - For being small in population and not having technology, they were very influential politically.
Japan - Financial Tall - The center of trade in the Far East and has been for quite some time.
Ottoman - Financial Wide - The most distinctive part of their rise to power was their control over the sea. Arguably as influential as British empire in their height of power.
Persia - Food Wide - 20 percent of the world's population was in its borders. Only time of unified Middle East.
Rome - Production Wide - Roman military might and infrastructure were second to none in history. The model America and Russia were built after.
Russia - Production Wide - They were named Eastern Roman Empire successors and built a similar structure.
Siam - Food Tall - incredibly rich food supply in a small stretch of land.
Songhai - Financial Wide - Their and predecessor Mali's economic system led to immense wealth.
These are I think the best way to distinguish between empires historically in the most balanced fashion. Food translates into a specialist-driven and scientific advantage, Production allows for a culture-centered tall or military driven wide conquest, and Gold lets players and AI buy CS support and finance buildings/units. Neither have a gigantic disparity over the other.
II. Unique Buildings, not Units
I know this is a mainstay in Civilization throughout its history, but let's think for a moment about unique units and how they came to be.
An Immortal, for example, is a specialized Persian infantry unit. Is that not what Promotions create? I argue that the point of a unique unit is rendered moot when replaced by a different approach.
The Unique Buildings would be two different buildings - one peace-time unique to the Civ, and one war-time.
The war time would provide a free promotion already in the game, like Cover I for the Romans, or Rough terrain bonuses for the Iroquois or extra experience like the Dojo does for Japan.
The peace-time building would reflect the impact the Civ had, whether commercial, scientific, cultural, agricultural, or industrial. England's Stock Exchange, Greece's Academies instead of Library, etc.
These allow every empire to be powerful in both war and peace with more of a scaling means to its power than just getting access to a given unit and game over, war time.
III. Rethink Happiness
Civilization Nights is on to something with their happiness system, but I have a different take. I don't think people get happier with more population in one spot, but I don't think it's a cause for revolt either. The cause for revolt, to me, is oppressive government and war.
A. War
War can be handled pretty simply - for the first 10 turns the people are not going to be angry because that's not enough time to determine the outcome. After 10 turns though, you start accumulating unhappiness because their army isn't "winning." The longer war stretches out, the more pissed off the people get because their sons and fathers are away for too long and/or have been killed. Long wars become cause for revolt and that puts pressure on empires to end them quicker.
B. Government Oppression through Spending
In addition, purchases need to have happiness ramifications. This represents what the government is doing with taxes levied. People are not upset about having to contribute to society, but when the 'leaders' of that society are not building one that makes their life better, it gets old very fast. Infrastructure is good all around:
More Food means more health
More Production means more jobs
More Commerce means more wealth to go around
More Science means more knowledge and higher standards of living
More Culture means more social gatherings, art, and expression
Defense structures provides security, which is relieving.
When purchases go to the military and diplomatic relations, however, people get annoyed.
Diplomatic purchases is sending our money to foreigners. No indiginous people likes it.
Military units and buildings means war is on the horizon.
IV. Expansion
Happiness has been used to make sure cities do not get founded too quickly and that makes sense, to a degree. The problem with that is do people really get mad if there are more places for their people to go and different resources available through trade?
Expansion needs to be slowed, but not through Happiness.
Before going into that, I think 'city' is not the right word for these nodes of population, more like a state or a territory. This is because you can look at each tile from a distance and imagine that within that radius of the hexagon, there could be thousands of people that can fit in there. The 'city,' as we've come to understand it, is more like a capital of a state, where manufacturing, commerce, and food distribution is centered. Most of the people will live out where they work.
My idea is that in order for a civilization to justify starting a new city, there needs to be a good amount of people at the territories already established. I think we can start with 6 units of population, reducing that cap through Liberty policies to 4. It makes more sense for population to be the determinant than happiness because how is a very small group of people going to generate enough resources to build an entire new territory with a capital?
Unhappiness can and should be a factor though and that has to do with trade routes. If your family is spread out throughout the territories but there's no harbor or road leading to them, that's not good. You might not ever see them again in your lifetime if it's hundreds or thousands of miles away. People don't like that. So if a new city territory has been established and there isn't a trade route set up that causes unhappiness. Once they're set up though you're in the clear.
I don't know how feasible these ideas are, but I think they're valuable enough to share with you guys and, in particular, the architect of the mod I've been so consistently using to play Civ 5 with.
Thanks
I. Leader Traits
I think this is the subject of quite a bit of debate and can be settled fairly quickly. There are three main yields of the map - food, gold, and hammers.
Even though it's not "sexy" the most balanced way to distinguish between empires is just focusing on these yields. The way you can handle this is extra yields per citizen for historically tall empires, extra yields per city for historically wide empires.
America - Production Wide - America's industry throughout the territories led to its superpower status
Arabia - Financial Wide - Caliphate had a very sophisticated macroeconomic structure
Aztec - Food Tall - Aztec cities with Chinampa beds could hold huge populations
China - Food Wide - Chinese cuisine and the fertile land have kept them the most populous in the world.
Egypt - Production Tall - Giza Pyramids. Still defies explanation. Major cities built huge monuments.
England - Financial Wide - Sun Never Sets. They had land on six continents and the pound was the global currency.
France - Food Tall - France has been the most populous area in Europe for most of its history but it's not a huge area of land compared to, say, Russia or the US.
Germany - Production Tall - German engineering has been renowned for hundreds of years but they've never been a huge territory.
Greece - Financial Tall - Ancient Greeks were highly skilled artisans and Athens was a booming trade port.
India - Food Tall - second only to China in population world-wide throughout history but with a much smaller stretch of land.
Iroquois - Financial Tall - For being small in population and not having technology, they were very influential politically.
Japan - Financial Tall - The center of trade in the Far East and has been for quite some time.
Ottoman - Financial Wide - The most distinctive part of their rise to power was their control over the sea. Arguably as influential as British empire in their height of power.
Persia - Food Wide - 20 percent of the world's population was in its borders. Only time of unified Middle East.
Rome - Production Wide - Roman military might and infrastructure were second to none in history. The model America and Russia were built after.
Russia - Production Wide - They were named Eastern Roman Empire successors and built a similar structure.
Siam - Food Tall - incredibly rich food supply in a small stretch of land.
Songhai - Financial Wide - Their and predecessor Mali's economic system led to immense wealth.
These are I think the best way to distinguish between empires historically in the most balanced fashion. Food translates into a specialist-driven and scientific advantage, Production allows for a culture-centered tall or military driven wide conquest, and Gold lets players and AI buy CS support and finance buildings/units. Neither have a gigantic disparity over the other.
II. Unique Buildings, not Units
I know this is a mainstay in Civilization throughout its history, but let's think for a moment about unique units and how they came to be.
An Immortal, for example, is a specialized Persian infantry unit. Is that not what Promotions create? I argue that the point of a unique unit is rendered moot when replaced by a different approach.
The Unique Buildings would be two different buildings - one peace-time unique to the Civ, and one war-time.
The war time would provide a free promotion already in the game, like Cover I for the Romans, or Rough terrain bonuses for the Iroquois or extra experience like the Dojo does for Japan.
The peace-time building would reflect the impact the Civ had, whether commercial, scientific, cultural, agricultural, or industrial. England's Stock Exchange, Greece's Academies instead of Library, etc.
These allow every empire to be powerful in both war and peace with more of a scaling means to its power than just getting access to a given unit and game over, war time.
III. Rethink Happiness
Civilization Nights is on to something with their happiness system, but I have a different take. I don't think people get happier with more population in one spot, but I don't think it's a cause for revolt either. The cause for revolt, to me, is oppressive government and war.
A. War
War can be handled pretty simply - for the first 10 turns the people are not going to be angry because that's not enough time to determine the outcome. After 10 turns though, you start accumulating unhappiness because their army isn't "winning." The longer war stretches out, the more pissed off the people get because their sons and fathers are away for too long and/or have been killed. Long wars become cause for revolt and that puts pressure on empires to end them quicker.
B. Government Oppression through Spending
In addition, purchases need to have happiness ramifications. This represents what the government is doing with taxes levied. People are not upset about having to contribute to society, but when the 'leaders' of that society are not building one that makes their life better, it gets old very fast. Infrastructure is good all around:
More Food means more health
More Production means more jobs
More Commerce means more wealth to go around
More Science means more knowledge and higher standards of living
More Culture means more social gatherings, art, and expression
Defense structures provides security, which is relieving.
When purchases go to the military and diplomatic relations, however, people get annoyed.
Diplomatic purchases is sending our money to foreigners. No indiginous people likes it.
Military units and buildings means war is on the horizon.
IV. Expansion
Happiness has been used to make sure cities do not get founded too quickly and that makes sense, to a degree. The problem with that is do people really get mad if there are more places for their people to go and different resources available through trade?
Expansion needs to be slowed, but not through Happiness.
Before going into that, I think 'city' is not the right word for these nodes of population, more like a state or a territory. This is because you can look at each tile from a distance and imagine that within that radius of the hexagon, there could be thousands of people that can fit in there. The 'city,' as we've come to understand it, is more like a capital of a state, where manufacturing, commerce, and food distribution is centered. Most of the people will live out where they work.
My idea is that in order for a civilization to justify starting a new city, there needs to be a good amount of people at the territories already established. I think we can start with 6 units of population, reducing that cap through Liberty policies to 4. It makes more sense for population to be the determinant than happiness because how is a very small group of people going to generate enough resources to build an entire new territory with a capital?
Unhappiness can and should be a factor though and that has to do with trade routes. If your family is spread out throughout the territories but there's no harbor or road leading to them, that's not good. You might not ever see them again in your lifetime if it's hundreds or thousands of miles away. People don't like that. So if a new city territory has been established and there isn't a trade route set up that causes unhappiness. Once they're set up though you're in the clear.
I don't know how feasible these ideas are, but I think they're valuable enough to share with you guys and, in particular, the architect of the mod I've been so consistently using to play Civ 5 with.
Thanks