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Prince$s
Here are some new features regarding colonies that I thought of. They are guided by one principle: To represent the effects of European colonies in original RFC and/or DoC in RFCE, without putting them explicitly on the map.
(1) Colonies should be able to be traded in treaties. Each of them could count as either a small city, or a number of Gold equivalent to their production cost.
(2) They should count towards Domination victory. I think they should count towards Land Area, but not population, because the Resources they provide already allows for better population growth in the mainland.
I think each should count for 1% of Land Area in Domination calculations. This drastically undervalue their area in terms of real life geography, but will help tip the balance in Domination Victories. Currently, Domination encourages you to ignore Colonies altogether, which I think is both unrealistic and monotonous. This will also make it harder for the Ottomans (AI or Human) to win Domination, because of the extra competition of western European colonies.
(3) They should have individual maintenance costs, instead of making Colonialism a High Maintenance Civic. Civic costs depend on the size of your mainland, which has really nothing to do with Colonial costs.
The maintenance cost of each colony should go up linearly so that the total maintenance cost of all colonies will go up quadratically. This way a small number of Colonies will have almost no costs at all but going for a global colonial empire a la England will demand a considerable price, especially for the Human player who tend to spam Colonies.
For example, having 1 Colony will cost 10 Gold per turn Maintenance.
Having 2 will cost 10 + 20 = 30
Having 6 will cost 210
Having 10 will cost 550
And so on.
(4) I have also conceived a set of semi-random Events related to Colonies, such as Native uprising. But those are even more long term.
(1) Colonies should be able to be traded in treaties. Each of them could count as either a small city, or a number of Gold equivalent to their production cost.
(2) They should count towards Domination victory. I think they should count towards Land Area, but not population, because the Resources they provide already allows for better population growth in the mainland.
I think each should count for 1% of Land Area in Domination calculations. This drastically undervalue their area in terms of real life geography, but will help tip the balance in Domination Victories. Currently, Domination encourages you to ignore Colonies altogether, which I think is both unrealistic and monotonous. This will also make it harder for the Ottomans (AI or Human) to win Domination, because of the extra competition of western European colonies.
(3) They should have individual maintenance costs, instead of making Colonialism a High Maintenance Civic. Civic costs depend on the size of your mainland, which has really nothing to do with Colonial costs.
The maintenance cost of each colony should go up linearly so that the total maintenance cost of all colonies will go up quadratically. This way a small number of Colonies will have almost no costs at all but going for a global colonial empire a la England will demand a considerable price, especially for the Human player who tend to spam Colonies.
For example, having 1 Colony will cost 10 Gold per turn Maintenance.
Having 2 will cost 10 + 20 = 30
Having 6 will cost 210
Having 10 will cost 550
And so on.
(4) I have also conceived a set of semi-random Events related to Colonies, such as Native uprising. But those are even more long term.