1SDANi
The Fading Memory
- Joined
- Oct 27, 2014
- Messages
- 3,041
Just as an update, the big new change I was talking about was scrapped.
I was planning on adding Region UPs, but in the end very few of them caused interesting gameplay interactions.
Instead I've decided to base this next update on overhauling Civics and Buildings. Here's a couple of things you can expect to be added in the next few days:
All of the above and more are subject to change and may not resemble the final product. I've presented them both to update players on this update (which has taken a lot longer than other updates), and to gauge opinion on these modifications.
I was planning on adding Region UPs, but in the end very few of them caused interesting gameplay interactions.
Instead I've decided to base this next update on overhauling Civics and Buildings. Here's a couple of things you can expect to be added in the next few days:
- Every Civic has one building that it gets doubled production for. (Except Elective which is unchanged in getting +1000% production towards a National Wonder)
- Buildings always are unlocked in the previous or current tier as the Civic (Except Slavery which bonuses Walls because the Ancient era has very few buildings and a ton of Civics)
- This not only gives Civics a bit of flavor, but also allows players to customize what buildings they want to prioritize.
- Doing this allows me to remove the cluster of doubled building production from Citizenship, and instead move Republic's Gold Rush to it
- Which in turn lets me swap out Republic's +1 Commerce per Specialist with Leoreth's unused +1 Happiness per Specialist without making the civic so OP that China runs it.
- Buildings always are unlocked in the previous or current tier as the Civic (Except Slavery which bonuses Walls because the Ancient era has very few buildings and a ton of Civics)
- Monarchy is completely overhauled, is no longer a 1 effect Civic, and thematically makes sense for the nations that historically ran it.
- +1 Happiness per Luxury in Core Cities. Making the AI for evaluating how useful this is was annoying, but I'm happy with the results. Many of the largest Monarchies conquer areas with Luxuries they don't have, and building Monarchy's happiness effect around this allows a better thematic representation while making increasing your happiness more difficult than "build a unit"
- +1 Production in Water. England, Spain, Rome, Holland, and many other empires have a lot of water near their cities. This ensures that those cities aren't useless in terms of production. This also creates a land-water gradient within the first four civics. Despotism does not care about land-water ratios, Monarchy moderately rewards water without majorly impacting land, Republic goes all in on water, and Elective goes all in on land.
- +1 Production on Pastures. Europe.
- Less useless Industrial Park:
- +1 Unhealthiness from Factories
- New Industrial Park effect: Costs 150. Requires Factory. +1 Health. +2 Engineers. +5% Production. +10% Production with Power.
- This effect represents the historical role of Industrial Parks in keeping Factories, and thus the waste and dangers of them, within a contained region of the city.
All of the above and more are subject to change and may not resemble the final product. I've presented them both to update players on this update (which has taken a lot longer than other updates), and to gauge opinion on these modifications.
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