salty mud
Deity
It's indisputable that some civics are better than others. If you developed the game, how would you change the civics to make them more balanced? Don't just pick underpowered civics, try and balance the overpowered ones too!
Slavery
Can whip population to finish production in a city
Make the slave revolt event slightly more common
Make a rare event where each time you whip, there is a small chance of a slave uprising, resembling Spartacus. Barbarian units would rise up around the city and rampage your countryside and, if you're unprepared, take the city for themselves.
Slavery gives a huge bonus by finishing buildings quickly - let's balance it a bit by introducing more risk.
Serfdom
Workers build improvements 50% faster
Workers are constructed 50% faster
Workers cost zero upkeep
This civic is designed to improve your land quickly and cheaply. Plant a few cities, get workers out and improve them in no time. The old Serfdom was pretty awful - hopefully this will boost it a bit.
Please share some of your thoughts.
Regards.
Slavery
Can whip population to finish production in a city
Make the slave revolt event slightly more common
Make a rare event where each time you whip, there is a small chance of a slave uprising, resembling Spartacus. Barbarian units would rise up around the city and rampage your countryside and, if you're unprepared, take the city for themselves.
Slavery gives a huge bonus by finishing buildings quickly - let's balance it a bit by introducing more risk.
Serfdom
Workers build improvements 50% faster
Workers are constructed 50% faster
Workers cost zero upkeep
This civic is designed to improve your land quickly and cheaply. Plant a few cities, get workers out and improve them in no time. The old Serfdom was pretty awful - hopefully this will boost it a bit.
Please share some of your thoughts.
Regards.