tjs282
Stone \ Cold / Fish
Just looking for ideas for a mod-in-progress here. I want to keep most of the basic (C3C) gameplay and tech/unit progression in place, but at the same time help the AI to make 'better' decisions (so it gets harder to beat without needing stupid-generous production/research bonii), and also (if possible) subvert/ close off some of the more egregious no-brainer decisions that a (veteran) human player tends to rely on for each and every (epic) game.
(Which, BTW, is why I'm asking this question here in the General Civ3 forum, rather than in C&C!)
One of the obvious biggie here is the pretty-much-default 'Eternal Republic', pretty-much-regardless of map-size/-type, Civ chosen, intended VC, starting position, etc.
Sooo... if you (yes, you!) are one of those players who routinely switches to Republic as soon as you can, and then stays in it for the whole game, what minimal (and feasible!) changes might be made -- to Republic, and/or any of the other governments, and/or the buildings, and/or the general corruption settings -- which might make you personally think twice about going this route?
To get the ball rolling, I'll list some of the ideas I've had (or stolen!) for nerfs/buffs which might make an Eternal (Ancient) Republic less desirable, without hamstringing it completely. I have no idea which of them -- alone or in combination -- would be most effective, though...
If you think none of the above would be sufficiently persuasive (or just plain wouldn't work), and/or have any better ideas, and/or especially if you've already done some modding yourself, please feel free to contribute your tuppence' worth below...
Note that much as I respect @Civinator's work
I would rather not go the full CCM-route here and give all Civs the Religious trait to minimise Anarchy-periods, since (1) that takes away the one major advantage of the Religious Civs, and (2) I want to be able to use (half-price) Temples and Cathedrals as prerequisites for the Religious Wonders...
(Which, BTW, is why I'm asking this question here in the General Civ3 forum, rather than in C&C!)
One of the obvious biggie here is the pretty-much-default 'Eternal Republic', pretty-much-regardless of map-size/-type, Civ chosen, intended VC, starting position, etc.
Spoiler :
I mean, I do understand this one: with +1 commerce-bonus, low corruption, low WW, reasonably good unit-support (once you've got a 1st-ring of Pop7+ cities established, anyway), what's not to like...? But that's exactly the 'problem': since there's rarely any (long-term) downside or limiting factor to choosing Republic over Monarchy (or Feudalism), there is no 'real' decision to make here. And the later governments might as well not even exist, either, because it's rarely worth suffering the 9T of Anarchy needed to switch govs a second time.* (And, really, does any human player ever go Fascist?)
To get the ball rolling, I'll list some of the ideas I've had (or stolen!) for nerfs/buffs which might make an Eternal (Ancient) Republic less desirable, without hamstringing it completely. I have no idea which of them -- alone or in combination -- would be most effective, though...
Spoiler :
- Lose the commerce-bonus, but still enjoy lower corruption than Monarchy/Feudalism
- Keep the commerce-bonus -- but make the Forbidden Palace available only to Monarchies (Republic might unlock its own FP-equivalent later, e.g. a 'Supreme Court' with the Democracy/ Nationalism tech)
- Feudalism keeps its free-unit support and low WW, but gets Communal corruption -- plus the Despot-penalty!
- Democracy keeps its current commerce-bonus and high WW, but gets Communal corruption (and/or a second FP-type improvement)
- Rename the current Republic as e.g. 'Modern Republic' (to be unlocked with e.g. Democracy/ Nationalism); then add a new 'Ancient Republic' gov which keeps the commerce-bonus, but gets one or more of
- Higher corruption
- No FP
- Lower free unit-support (e.g. 0/1/2)
- Whip-rushing
- Keep Republic as is, but limit early town-growth, e.g. by making Aqueducts require a River (NB this flag simply requires a town to have at least one BFC-tile with a river along at least one border); a non-river-requiring 'Sewage Works' improvement might be unlocked later by e.g. Sanitation (which I've already rearranged to lead to Sci.Method --> Medicine, rather than vice versa)
Note that much as I respect @Civinator's work


