AntSou
Deity
- Joined
- Jun 8, 2019
- Messages
- 3,052
1. I think the Loyalty system requires rework. Loyalty should be harder to maintain and expanding wide too quickly too soon should come with penalties (more like Civ IV than Civ V).
2. We need population to be divided by culture, similar to what we had in Civ IV, and there should be a cultural map similar to the religious map. I understand you might be worried about the purging potential, so either don't add a purging mechanic to the game, or make it abstract like you did with Inquisition (e.g. Great Artists can convert pops to one's culture, for instance. Spies can convert pops through propaganda missions).
Cities which have been under a culture for longer should be harder to Pacify. Offer the player different options to accomplish this. Military: by having more military units within two tiles of the City; Economically, by having lower taxes (yields halved for a 25% boost to loyalty, for instance. Policy Card.) and Culturally (already explained).
3. Civics, Policies, Governor and Government Type should have a more relevant impact on Loyalty and force greater opportunity costs on the player (that is, tougher decisions to make);
4. Free Cities shouldn't be so willing to immediately convert to other Civs. They should remain in the Free City state for about 5 turns. The amount of pressure required should be much greater, and much harder to achieve, especially early game.
5. The most likely outcome after the Anarchic Free City state should be for it to convert randomly to one of the City States in Civ 6. Games still start with a capped amount of City States, but now this number can actually increase.
Such spawning city states would cause the phenomenon of buffer states to occur naturally in Civ 6.
Edit: I just realised I posted this in the wrong forum section. Sorry about that.
2. We need population to be divided by culture, similar to what we had in Civ IV, and there should be a cultural map similar to the religious map. I understand you might be worried about the purging potential, so either don't add a purging mechanic to the game, or make it abstract like you did with Inquisition (e.g. Great Artists can convert pops to one's culture, for instance. Spies can convert pops through propaganda missions).
Cities which have been under a culture for longer should be harder to Pacify. Offer the player different options to accomplish this. Military: by having more military units within two tiles of the City; Economically, by having lower taxes (yields halved for a 25% boost to loyalty, for instance. Policy Card.) and Culturally (already explained).
3. Civics, Policies, Governor and Government Type should have a more relevant impact on Loyalty and force greater opportunity costs on the player (that is, tougher decisions to make);
4. Free Cities shouldn't be so willing to immediately convert to other Civs. They should remain in the Free City state for about 5 turns. The amount of pressure required should be much greater, and much harder to achieve, especially early game.
5. The most likely outcome after the Anarchic Free City state should be for it to convert randomly to one of the City States in Civ 6. Games still start with a capped amount of City States, but now this number can actually increase.
Such spawning city states would cause the phenomenon of buffer states to occur naturally in Civ 6.
Edit: I just realised I posted this in the wrong forum section. Sorry about that.
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