timerover51
Deity
Chance of switching to Fascism every 4 years.
I do not think that I appreciate that comment. I do not view it as a joke.Pretty sure that was a joke about current US politics...![]()
Chance of switching to Fascism every 4 years.
I do not think that I appreciate that comment. I do not view it as a joke.Pretty sure that was a joke about current US politics...![]()
At least now with C3X, you can reduce the anarchy time. Even just a little bit would make it more manageable at 5 turns rather than up to 8 turns.In my experience, my empire grows during the Middle Ages so that a period of anarchy to switch to another form of government is painful. It means the new government must be signficantly better than (ancient) Republic to justify the costs (turns of lost production and science).
Yes, nerfing Republic might give me an incentive to switch, but switch to what? I usually develop a few core cities, so switching to Communism always "feels" like a step backwards for those cities. Fascism means pop-rushing, which I hate. Feudalism in its present form is not better for (say) 20+ cities, with 5-8 of them size 7 or above. Switch to Democracy, and just manage the WW?
Civ4 did a decent job of reducing the anarchy penalty so that the player would make frequent civics changes. Part of that was linked to their Golden Age mechanic; a civ could have multiple GA's during a game, and changing civics was free during a GA.
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...
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.
Those 2 things have little or nothing to do with each other. It's your deletion of the second half of my first paragraph (which referred specifically to human-default decisions) which has created this spurious connection -- one that I never made, and which wasn't what this thread is about.I don't see how the human player's choice of government has relevance as to what woks as optimal for AI decisions.
I agree that such shield/food bonuses might make those govs more enticing, but -- apart from moving Feudalism into the Ancient Age -- (AFAIK) none of the available C3C Editors can make such gov-specific changes directly.If Monarchy provided +1 Shield on any square already producing a Shield and Feudalism provided +1 food on any square already producing food (and move it into the Ancient Age), for example, then there'd be a lot more complexity of choice
Longevity as a cheap national wonder would work.or a cut-price Feudal Gran-type building
Based on one of Theov's mods, I have moved Longevity to being able to be built after researching Sanitation in the Industrial Era rather then waiting to the Modern Era.Longevity as a cheap national wonder would work.