Freddy's Mouser
Chieftain
Hi all, seems like a really enthusiastic group here, and I wanted to share my thoughts on BNW with you in the hopes of sparking a conversation. I should also mention, I have absolutely no concept of what is possible in terms of modding. I hope I don't go over things that have been covered in the past, but there's a lot in this sub-forum.
Firstly, I was a fan of GEM and the way it altered the game. I love Civ V but the enhancements GEM made really made it shine. I also think BNW has the bones of something superb, but is flawed in some critical ways. Hopefully the two can combine to make the perfect game. Anyway:
1. Ideologies - specifically happiness penalties. I've put this first as I think it's the thing the developers got the most wrong. It's a confusing and nonsensical addition to the game and has many detrimental effects not least, it forces you to play the game culturally. I absolutely love the idea of ideologies and think the potential is huge, but having it tied in to culture as it is, makes no sense to me. It should have a massive diplomatic effect, with game long friends suddenly turning against each other when they choose different paths.
I understand that this is a game, and excessive realism can detriment a game, but a game like this should be rooted in reality. How often does a citizen of a western country visit China with it's rich and ancient culture and return to demand their government removes their rights and liberties, and puts them to work in a factory? It makes no sense.
The happiness penalty could work as a tier 3 Freedom policy perhaps, 'Cast off one's chains'? Also, the other ideologies could have similarly powerful tenets in tier 3, for example, an equivalent in Order would be 'Gulags', which serves to crush social discontent, perhaps by providing a modfier in some way, i.e. -3
for every city connected to the capital by railroad.
2. Trade routes to me, are almost perfect in the way they function, with two fairly minor concerns. Firstly, when pirated, one looses the unit entirely. Of course, having trade routes and not bothering to protect them should have consequences, but this is both unbalanced and out of line with the other non-military units in the game. caravans and trade ships are very expensive units at the start of the game, and given the large range of movement, the ships especially, can be very hard to protect. Also, non-mil units such as workers and settlers are now captured, and embarked units are damaged when attacked, as opposed to being completely destroyed. Why should trade units be any different?
The problem could potentially be solved in two ways that I can think of. One, treat trade units as workers; they are captured and taken to the nearest appropriate barb camp. Two, allow a military unit to escort the trade, rendering it uncapturable, unless the barb can destroy the mil unit.
The second problem, is the range. I have a game on the YnAEMP huge map. In the modern era, the farthest I can trade is 60 plots, which is about half way to the east indies (whereas the east india company is an early medieval building
). Granted, it's a pretty big map.
3. I like the potential of the world congress, but I have a problem with the declaration of 'world religion' or 'world ideology'. I think it's unnecessary and unrealistic.
4. I think great works, archaeology and the like are brilliant but we need MOAR!
Anyway, sorry about the length.
Firstly, I was a fan of GEM and the way it altered the game. I love Civ V but the enhancements GEM made really made it shine. I also think BNW has the bones of something superb, but is flawed in some critical ways. Hopefully the two can combine to make the perfect game. Anyway:
1. Ideologies - specifically happiness penalties. I've put this first as I think it's the thing the developers got the most wrong. It's a confusing and nonsensical addition to the game and has many detrimental effects not least, it forces you to play the game culturally. I absolutely love the idea of ideologies and think the potential is huge, but having it tied in to culture as it is, makes no sense to me. It should have a massive diplomatic effect, with game long friends suddenly turning against each other when they choose different paths.
I understand that this is a game, and excessive realism can detriment a game, but a game like this should be rooted in reality. How often does a citizen of a western country visit China with it's rich and ancient culture and return to demand their government removes their rights and liberties, and puts them to work in a factory? It makes no sense.
The happiness penalty could work as a tier 3 Freedom policy perhaps, 'Cast off one's chains'? Also, the other ideologies could have similarly powerful tenets in tier 3, for example, an equivalent in Order would be 'Gulags', which serves to crush social discontent, perhaps by providing a modfier in some way, i.e. -3

2. Trade routes to me, are almost perfect in the way they function, with two fairly minor concerns. Firstly, when pirated, one looses the unit entirely. Of course, having trade routes and not bothering to protect them should have consequences, but this is both unbalanced and out of line with the other non-military units in the game. caravans and trade ships are very expensive units at the start of the game, and given the large range of movement, the ships especially, can be very hard to protect. Also, non-mil units such as workers and settlers are now captured, and embarked units are damaged when attacked, as opposed to being completely destroyed. Why should trade units be any different?
The problem could potentially be solved in two ways that I can think of. One, treat trade units as workers; they are captured and taken to the nearest appropriate barb camp. Two, allow a military unit to escort the trade, rendering it uncapturable, unless the barb can destroy the mil unit.
The second problem, is the range. I have a game on the YnAEMP huge map. In the modern era, the farthest I can trade is 60 plots, which is about half way to the east indies (whereas the east india company is an early medieval building

3. I like the potential of the world congress, but I have a problem with the declaration of 'world religion' or 'world ideology'. I think it's unnecessary and unrealistic.
4. I think great works, archaeology and the like are brilliant but we need MOAR!

Anyway, sorry about the length.