Valkrionn
The Hamster King
This idea is 100% Zechnophobe's-http://forums.civfanatics.com/showthread.php?t=309324
All I've done is actually code the change, and make it usable by all civs rather than just the Bannor.
Extract into your FF\Assets folder. Requires FF 050 patch G.
Any bug reports are more than welcome.
Military Readiness:
Civic 1: Standing down (Requires Code of Laws)
Medium Cost
+100% growth rate of cottages/hamlets etc.
-30% Military Production.
Civic 2: Neutral (Default)
No Cost
No effects
Civic 3: At the Ready (Requires Warfare)
Medium Cost
+15% Military production rate.
Civic 4: Crusade (As normal)
The main thing I like about this is that the Bannor no longer have to abandon the Overcouncil in order to Crusade if the Liberty resolution has passed. In addition, it preserves some of the utility of Nationhood/Pacifism beyond the point they are traditionally used.. Originally thought about removing them entirely, but that would leave only Religion. Additionally, I've gone ahead and switched Pacifism to the FfH patch T version, in order to help the AI from bankrupting itself.
Once I'm sure I'm not causing the interface any problems, I'll look at setting the Bannor Crusade UU's to stick around after switching from Crusade to At The Ready... Allows you a short amount of time to churn out workers before the maintenance gets to you.
All I've done is actually code the change, and make it usable by all civs rather than just the Bannor.
Extract into your FF\Assets folder. Requires FF 050 patch G.
Any bug reports are more than welcome.
Military Readiness:
Civic 1: Standing down (Requires Code of Laws)
Medium Cost
+100% growth rate of cottages/hamlets etc.
-30% Military Production.
Civic 2: Neutral (Default)
No Cost
No effects
Civic 3: At the Ready (Requires Warfare)
Medium Cost
+15% Military production rate.
Civic 4: Crusade (As normal)
The main thing I like about this is that the Bannor no longer have to abandon the Overcouncil in order to Crusade if the Liberty resolution has passed. In addition, it preserves some of the utility of Nationhood/Pacifism beyond the point they are traditionally used.. Originally thought about removing them entirely, but that would leave only Religion. Additionally, I've gone ahead and switched Pacifism to the FfH patch T version, in order to help the AI from bankrupting itself.
Once I'm sure I'm not causing the interface any problems, I'll look at setting the Bannor Crusade UU's to stick around after switching from Crusade to At The Ready... Allows you a short amount of time to churn out workers before the maintenance gets to you.