Thalassicus
Bytes and Nibblers
Sounds fantastic! 
It's important to look at it in context of disadvantages and feedback,
Then you're not really playing to win.but I wouldn't capture a CS even if you boost the bonus to +10 or whatever.
Then you're not really playing to win.
Its fine to play in a roleplay manner, but I don't think we should design a balance mod around that.


[On CS conquest bonuses]
The problem is, on most map types, there aren't really any disadvantages of conquering a nearby CS, because you can still use your gold to ally with another CS further away.
Then you're not really playing to win.
Its fine to play in a roleplay manner, but I don't think we should design a balance mod around that.
How is it speculation that CSs are fungible to some extent?1. This is just speculation. If your scenario proves to be the case in a significant percentage of games, and that in turn leads to unbalanced games, then I'm sure it will be reported in these threads.
I don't think thats the case. The poster effectively stated that they would not conquer a CS no matter how much of a benefit they gave, because they preferred a more roleplay type of game where they were a protector.2. This is presumptive with regard to both the purpose of the mods and how Kirschi plays.
On the other hand, it's also important to structure the underlying mechanics well.How is it speculation that CSs are fungible to some extent?
I don't care that much about whether my ally is near or far, and it is seldom the case that there is only one CS that I encounter.
So as long as there is another CS you could spend your gold on (of the same type), there is no particular downside for conquering one.
I don't think thats the case. The poster effectively stated that they would not conquer a CS no matter how much of a benefit they gave, because they preferred a more roleplay type of game where they were a protector.
There's nothing wrong with playing that way, but I don't think we should design balance around assuming that people won't take a big advantage if its available to them...
If there is a single "most effective strategy" then the game is not very interesting, because it does not have meaningful decisions.
The way I'm redesigning maritime city-states should help. They're going to give food split among the 5 largest cities, and when captured split population the same way. Since I also gave citystates starting defensive units now to make rushing more difficult, this should achieve my goals while mitigating potential exploits.
The way I'm redesigning maritime city-states should help. They're going to give food split among the 5 largest cities, and when captured split population the same way. Since I also gave citystates starting defensive units now to make rushing more difficult, this should achieve my goals while mitigating potential exploits.

from maritime citystates, the cities receive:
: 4
: 3
: 3

@Txurce
It loops through the player's cities starting from the one with highest population. So if you have 5, 4, and 2 pop cities with 10from maritime citystates, the cities receive:
5: 4
4: 3
2: 3
-------10![]()
friend / 5
ally (will adjust based on feedback), the example is with two allies. The food is split among the top 5 cities with priority to larger ones.
















The current numbers are 2friend / 5
ally (will adjust based on feedback), the example is with two allies. The food is split among the top 5 cities with priority to larger ones.
Some more examples if a player has 3 allies:
9 pop : 4
9 pop : 4
4 pop : 4
4 pop : 3
---__--15
9 pop : 3
9 pop : 3
4 pop : 3
4 pop : 3
4 pop : 3
4 pop : 0
4 pop : 0
---__--15
5 pop : 3
5 pop : 3
5 pop : 3
5 pop : 3
5 pop : 3
5 pop : 0
5 pop : 0
---__--15
So basically... food for the first five cities is about the same as vanilla (though no special capital bonus), with no food to cities after that.

Right.![]()
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