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One more idea that could boost despotism: adding a 5% chance for enslaving. It fits to the dictators "Do my will!" behavior, just as labor camps do.
I'm not sure it's supported by the code to sum that percentage.
 
In case of the city limits I know they are cumulative. I tried to add it to Tribal and City-states for example but they ended up not the way I imagined :rolleyes:
I believe you, I'm just not sure how that part of the code works and I'm warning you that I need to check. I think I can easily fix it if needed. I've merged the enslavement code but I don't remember how it works now.
 
45°38'N-13°47'E;14307185 said:
I believe you, I'm just not sure how that part of the code works and I'm warning you that I need to check. I think I can easily fix it if needed. I've merged the enslavement code but I don't remember how it works now.

THX if you can look after it :)
An other idea but I don't recall if civics can do it or only building: +1:)/20%:espionage:
 
An other idea but I don't recall if civics can do it or only building: +1:)/20%:espionage:

The :)/commerce mechanic is building exclusive afaik.

BTW, what are your experiences about Stance category? I feel it is not well balanced.

I just stuck to prosperity and manifest destiny (until the homestead went obsolete kek), and never tried exploration, or mobilization, or even state of emergency. MAD, I never touched ever either, though nuke-happy megacivs would be comfy with it. Personally, I think State of Emergency is unnecessary as a civic, and would better fit as a seperate mechanic on its own.
 
Personally, I think State of Emergency is unnecessary as a civic, and would better fit as a seperate mechanic on its own.

Sure, but that's far beyond my reach.
 
So here are the new buildings I made up:

Refugee Camp
  • Req: Medicine
  • No Borders or Open Immigration civic
  • 1:mad:
  • 1:yuck:
  • -25% defense
  • city needs -50% :food: to grow
  • -33% espionage defense
  • +10% maintenance
  • -3 rev.stability

Labor Camp
  • Req: Communism
  • Despotism civic
  • 1 free Slave
  • 5 Slave slots
  • cities require 15% more :food: to grow
Reeducation Program
  • Reg: Fascism
  • Despotism civic
  • National Wonder (max 1)
  • +1:gp: for Great Spy
  • +3:hammers: for Slaves

Secret Police
  • Reg: Fascism
  • Despotism civic
  • National Wonder (max 1)
  • +1:gp: for Great Spy
  • +4:espionage: points
  • -20% war :mad:
  • 1:mad: in all cities
  • +1:hammers: for Spies in all cities
  • +1:espionage: for Citizen
  • 1 Spy slot
  • 2 national rev. stability
 
You should really spell Labour with a U. :p
 
You should really spell Labour with a U. :p

You English people really should make your grammar coherent :p

Labor is right in the USA and wrong in the UK, and Labour vice versa :rolleyes:

Isn't it enough four you that I have turned on MS auto-grammar? Soo I dont mace serius misstakes? :)

BTW: I checked in the main mod and it uses both Labor and Labour so this leads me to the well thought decision that I don't care :D
 
45°38'N-13°47'E;14313634 said:
Also, if we want things to be balanced, we probably need a building for every civic. I don't think some civics should allow regular buildings while other grant NW.

It was like that for ages:
Foundling Hospital is NW for Church Welfare, and Statue of Liberty is a WW for Liberal.
So I see no problem here.
 
It was like that for ages:
Foundling Hospital is NW for Church Welfare, and Statue of Liberty is a WW for Liberal.
So I see no problem here.
Uh, I didn't remember you need Liberal for Statue of Liberty. Too long I don't play. I wonder what Vokarya thinks about it.
 
45°38'N-13°47'E;14313648 said:
Uh, I didn't remember you need Liberal for Statue of Liberty. Too long I don't play. I wonder what Vokarya thinks about it.

I'm a little troubled about SoL - I see why it's there but don't think it's a very good ide to put WWs as civic buildings.
On the other hand I have no problem with using general NWs as civic buildings. I view civics buildings - whether NW or regular - as a non-automatic feature of the civic, an optional bonus you get for some extra investment.
 
45°38'N-13°47'E;14313674 said:
Well, you're probably right. I'm not sure but isn't SoL a vanilla WW? If so and if it always required Liberal or whatever it was called, then probably there's no problem with it.

It's vanilla for sure but AFAIK civic buildings are new in ROM, so I guess it was the work of Zaparra or Afforess.
 
I feel the Refugee Camp has too many downsides; try axing or tweaking one or two of them? Just to not make it too punishing for those who want their cities to grow like Sonic the Hedgehog.

Also, I love all those new Despotism-exclusive buildings. They're a dream come true. BTW, make sure citizens of all cities get the +1:espionage: and not just the Secret Police-housing one.

PS: Speaking of the Statue of Liberty, I can just run Liberal until I build it, and then change to whatever I fancy because it doesn't deactivate when I change civics. Same with Chamber of Commerce; it doesn't deactivate when I leave Corporate Welfare.
 
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