cultured barbarian
Chieftain
- Joined
- Oct 29, 2019
- Messages
- 7
World Congress: Every congress session will have a host, who will be the tie-breaker. He wins the session if his vote is one of the highest, and if he doesn't have one of the highest vote, he gets an extra vote to break the tie.
Disaster: Make water level affect more tiles, add tsunami and earthquake.
Loyalty: fudge loyalty and fudge Eleanor. loyalty makes domination so hard and cross-continent conquest almost impossible.
Add more options to increase loyalty for civs that plays around cross-continent conquest, naval exploration, and settling on another continent. for example, increase effect of loyalty boost policy card, add more stuff that provide loyalty, like building, government bonus, governor bonus.
I suggest the total war system where immediately after conquest, there is great disloyalty that trickles down over time, and instead of immediately flipping the city, spawn rebel units instead. if the rebellion is not crushed in X number of turns, flip the city. if the rebellion is crushed, add a modifier to boost loyalty so the city won't rebel for a while.
Add a culture modifier which affect loyalty, more culture per turn means faster conversion of foreign culture in conquered cities, resulting in less rebellion.
City-state: Increase diplomatic favors gained from city-states, make them better and play bigger role.
Disaster: Make water level affect more tiles, add tsunami and earthquake.
Loyalty: fudge loyalty and fudge Eleanor. loyalty makes domination so hard and cross-continent conquest almost impossible.
Add more options to increase loyalty for civs that plays around cross-continent conquest, naval exploration, and settling on another continent. for example, increase effect of loyalty boost policy card, add more stuff that provide loyalty, like building, government bonus, governor bonus.
I suggest the total war system where immediately after conquest, there is great disloyalty that trickles down over time, and instead of immediately flipping the city, spawn rebel units instead. if the rebellion is not crushed in X number of turns, flip the city. if the rebellion is crushed, add a modifier to boost loyalty so the city won't rebel for a while.
Add a culture modifier which affect loyalty, more culture per turn means faster conversion of foreign culture in conquered cities, resulting in less rebellion.
City-state: Increase diplomatic favors gained from city-states, make them better and play bigger role.