winddbourne
Prince
Lot of good ideas here. Hope I see some of them implimented next month.
However, I do have to point out that any trait that gives a lower cost for "number of cities" would be extremely powerful when combined with State Property which eliminates the cost for distance.
Ideally I'd like to see it run this way:
Extra production/commerce from Capital city
1/2 cost for cities built overseas
1/2 cost for custom houses & Jails
I got rid of -
Cheaper settlers
Twice as many great generals
Replacing them to a bonus to production and commerce in the capital city which would still let you build your settlers faster, and support extra armies or cities in the early game. More early military units would indeed result in more great generals, if your a war player.
The "imperial city" combined with lowered costs for cities over the ocean would encourage you to grow larger early, and keep your colonies rather than turning them into colonies. It would also provide a synergy with the "beaurocracy" civic.
Early in the game the benefit of the imperial city would shrink, especially if you didn't manage your empire wisely, but it would be very nice for those first few turns. Even if it was only a small 5-10% bonus.
I think with this change "Imperial" would be on par with the wonder building of "Industrial", all the gold generated by commercial, and the lack of revolution costs from spiritual. Not to mention the extra XP generated by charismatic. While compared to those right now the trait stinks. lol
However, I do have to point out that any trait that gives a lower cost for "number of cities" would be extremely powerful when combined with State Property which eliminates the cost for distance.
Ideally I'd like to see it run this way:
Extra production/commerce from Capital city
1/2 cost for cities built overseas
1/2 cost for custom houses & Jails
I got rid of -
Cheaper settlers
Twice as many great generals
Replacing them to a bonus to production and commerce in the capital city which would still let you build your settlers faster, and support extra armies or cities in the early game. More early military units would indeed result in more great generals, if your a war player.
The "imperial city" combined with lowered costs for cities over the ocean would encourage you to grow larger early, and keep your colonies rather than turning them into colonies. It would also provide a synergy with the "beaurocracy" civic.
Early in the game the benefit of the imperial city would shrink, especially if you didn't manage your empire wisely, but it would be very nice for those first few turns. Even if it was only a small 5-10% bonus.
I think with this change "Imperial" would be on par with the wonder building of "Industrial", all the gold generated by commercial, and the lack of revolution costs from spiritual. Not to mention the extra XP generated by charismatic. While compared to those right now the trait stinks. lol